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Showing content with the highest reputation on 05/25/2018 in Blog Entries

  1. 1 point
    For reference. K1 Heads K2 Heads
  2. 1 point
    Kotor 2 is riddled with cut content, while TSLRCM restores most content and other big projects like M4-78EP restores their respective content there is still a small handful of cut content still hanging around and this one I will be discussing may or may not be known as commonly as let's say the GenoHaradan. Recently, I discovered some cut lines for Bao Dur's intro that indicate that this was going to be different than how it goes in Vanilla/TSLRCM. As always, I cannot restore this original intro in a way that works as it'd essentially have to cut more dialogue to restore even fewer dialogue but I have restored a select number of lines into the normal Intro in a way that does work. Help wanted!: As I own a Windows 10 PC I cannot download/use the tools to make Lip Syncs for the cut lines. If anyone owns a Windows 8 PC or under/can actually run the tools required to make Lip Sync and knows how to make them feel free to reply to this blog/PM me about this and I will give you details on what lines that need to be Lip Synced. Here is what I got so far I have been recommended to not release what I've got as this is a bad first impression so if anyone is interested in working with me with the Lip Syncs be my guest, also tell me what you guys think of the lines.
  3. 1 point
    Every mod I've created has had one bug or flaw. From its design and finding out how to make things work, all the way to the finished product. It seems that I will always update my mods at least 2 times before I'm satisfied and haven't cause some1's game to crash. ========> On that note, thank you for downloading my mods and experiencing this pain with me. <======== I will continue to improve and renovate my mods, but I'm still hitting walls on limitations. I can't script enough, I use the wrong function at the wrong time/place, etc... I end up fixing a door, but permanently locking another, because Bioware cloned that door. Despite my constant spree of failures and bugs, I don't want to quit, nor stop helping those who've downloaded my mods. I had a vision to mod. I put effort to mod. I published a mod. And I have the responsibility to maintain that mod's quality. I cannot overstate how important bug testing and reporting is to me. Reflections on Mishaps: I cannot skin or model, both attempts have been meet with clear failure. For the most part, I try to test out my mods before publishing them, but sometimes my tests are incomplete, for example, SF Door Fix, I only tested the first door, unaware that there was a door in the next module with the same tag,resref, and name. Current mod failure: Resisting Arrest on Manaan, which can cause party members to be stuck indefinitely. I want to fix this mod, but it's low on my list. Reflections on Success: Shanilia (as far as I know) is without bugs, but I am skeptical, when I have time to play kotor again, I will fully test out Shanilia and see if everything I wanted exists in the game. Save Mission: My most popular mod, simple content adding mod, but even that had to undergo editing - considering my current knowledge I may try to splice lines to create a more immersive conversation. Additionally, the PC reply options are long winded, so I may want to change that. Tool Bag: was a personal best for me, it may not be as good as T3M4 being a workbench in k1 as he is in k2, which has been done by many modders. I wanted to learn how to replicate BOS:SR and Call of Aid, how were they able to activate a script with an armband and how could I use that for my own nefarious needs. I learned how to do this, expanding my modding knowledge, and now the PC doesn't have to lug around T3M4 in k1, because, no offense to the little guy, but he's borderline useless. (Note: Which is why I have plans to renovate, making him and HK-47 more reliable in combat) As always, mods done by request are less enjoyable, but more rewarding - because people are thankful that you've done something for them to address a part in the game they wanted to change. SF Door Fix, Save Mission, Massage Choice, Train the Handmaiden, Train Disciple, Mentor Band, Party Leveler 1&2 (which was renovated by another modder and released with additional changes, part of me really enjoyed seeing someone take an idea I had and improving it, the other part of me was frustrated to a lesser extent), and lastly, who can forget Kill Marlena. (Improved Grenades was pseudo requested tbh). In general, my modding centralizes on adding content through items and dialogue, small gameplay changes. Current project that's taken priority is Train Disciple, hopefully, I can put a significant amount of effort into that over the next few days. I have a save game thanks to N-Drew directing me to female saved Games in our Saved Games category on DS, (special thanks to Darth_delator). On other news, Lehon Mandalorian Expansion (LME) is still looking for voice actors... and there are about 10 bugs needing to be addressed, over all though, it looks like I will be able to finish the project in the Summer of 2018, which is good news. I should be directing all my efforts there, but I've been procrastinating lately. Well, that's what's been on my mind recently. Stay tuned for my April 1st mod release of Taris J'ika! -JC2
  4. 1 point
    What if Atton Rand appeared in K1 as a Sith Special Forces operative? What if Revan, ran into one of the deathsquads he was apart of. Were the Jedi responding to their disappearances or was it believed to be merely casualties of war without anyone noticing a pattern? The idea has already begun to form, can I add a sidequest that allows Revan to investigate missing Jedi who were sent on diplomatic missions to Manaan, or doing research on Tatooine for the Jedi Archives, or captured Jedi sent to Korriban for "re-institution?" Before I get your hopes up, let me clear the air. Kotor 1 takes place at the end of the Jedi Civil War; therefore, it cannot include Atton Rand at all, simply because he deserted nearly a year prior to end of the war. This came as a sad realization, because having an Atton Rand cameo in k1 would be so interesting to write. Without Atton Rand being inside the mod, I simply lost all motivation to actually make it. Still the idea of Sith Special Forces abducting Jedi, and Revan being sent to investigate their disappearances would be a decent mod idea. Structure of the mod, would include the other door of the Jedi Enclave opening to a reskined module of the Matele Estate with several Jedi Characters. There the PC would be informed that Padawan Zeeru and his master N'iedin were investigating a distress call by a missing Jedi. This was a trap laid by the Sith to capture more Jedi. This is my rough draft of the plot development: Characters: Jedi Knight = Jawa = N’iedin > home planet Tatooine Two apprentices, only one stands beside him on Dantooine Apprentice 1 = Qrixy = female Twi’lek jedi Zeeru = Jedi Padawan 2, Zeeru stands beside Master, while Qrixy is on Manaan for Jedi diplomacy training with Ambassador Roland. N’iedin informs the PC that Jedi are being hunted down, and he intends to investigate the missing Jedi on Tatooine. There was a jedi distress single emitting from that planet. The council commissioned him to investigate it. An hour ago. A team of Jedi lead by female Master Leyana has gone missing after crash landing on Tatooine. Close the gap and have the Female Jedi Knight get captured by Atton, the rest of his squad dies while staying behind to stop the PC who is known as “a jedi padawan.” Qrixy ends up captured on Manaan, shows up as a Sith on Korriban PC finds Zeeru who’s lost in the dessert, his master was killed by Sith Special Forces, and he is being hunted. He’s trying to make it to back to Anchorage when you meet him. Battle ensues, PC wins, but dialogue about Qrixy being in danger and needing to know their master is dead.. then Jaq snipes him. Jaq is Atton Rand's alias; according to wookiepedia, this was his first name during the Civil War. Scene works like this very far off in the distance you can see Jaq and a speeder, that speeder responds and disappears several times using DelayCommand script so that it appears to be moving! Reprogram Sith Droids on Manaan (optional) before entering the hangar (they walk with you), so that they attack Jaq providing some backstory on why Atton hates droids. Qrixy is being escorted onto the shuttle with Master Leyana, Master Leyana does a force push before being gassed by Jaq (mine goes off) All of them escape, but PC fights a bunch of Sith How do they escape the PC, board a shuttle? Then what? Qrixy on Korriban can either be killed or swear fealty to Revan, there is no redeeming her. She enjoys the Darkside. Her master’s death means nothing to her, her dead friend meant nothing to her. Only a short time has passed, but she is already excelling in her training > has a Sith Master = Darth Lavernius Takes pride in having a master, doesn’t have to abide by the Academy rules, is already a Sith. Well, that was my rough draft of a large side quest that involved Dantooine, Tatooine, Manaan, and Korriban (4 planets). As you can see it was ambitious and it was very much in its development stage. An interesting thing I stumbled upon while making the Jedi Quarters (reskinned Matele Estate module), was the ability to change the head of children and the garments of them with other civilians in the appearance.2da. I could make a dwarf, or a child, depending upon if the head used had facial hair! So I tried to do just that, and actually succeeded. It was rather hilarious. I believe I got all of the children to bow as well. ====================================================================================== ::::::::::::::: ::::::::::::::::: I hope this was not a waste of your time! Thanks for reading my ramblings. -JC2
  5. 0 points
    RAGEQUIT! Well, this project at least. Here's what I wanted to do. The Landing Video would have covered all three areas of the mod preceded by an orbit shot. The pan would have been quick but the EH green screen would have only shown up after the pan stopped moving. (I even had a skybox set up for the fountain module - no one ever pointed out that there's a blue Dantooine sky above that room but I sure as hell noticed it.) On to Part 4 though . . . (The takeoff video would have been much shorter - going straight from a take off (part 4) to leaving Coruscant's orbit (part 1).) The problem was even after acquiring 3DS MAX, Adobe After Effects (for the engine glow) and having NWN MAX, I could NOT get the buildings to load up. The frustration is extreme. It's too much work for a mod that I wasn't ever really crazy about in the first place. Not having something to release at least saving me the pain having the release be either outright ignored or nitpicked. Hopefully, one of you have loads more talent than I do because I'm tossing in the towel on this one.