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Showing content with the highest reputation on 06/04/2018 in Posts

  1. 3 points
    I have a request. I just uploaded a new mod for the first time since the overhaul (much nicer, by the way) and I noticed there's an option to follow the file. Selecting this, however, does not make me follow the corresponding support topic for the mod. So it would be nice if it did both. I'd also prefer this to be on by default, but that's a lesser issue.
  2. 2 points
    As a fellow Brit, I support this. British Revan all the way Anyway, as SH mentioned, I've been tasked with creating the cutscene involving Revan delivering her lines. I plan on starting on that today, hopefully. In the mean time, I've been playing around with some filters for Revan's voice. One was following a tutorial for a Revan filter online, and the others based on several Kylo Ren type voice tutorials. Let me know what you guys think! Filter 1.wav Filter 2.mp3 Filter 3.mp3 Filter 4.mp3
  3. 1 point
    Greetings, fellow Jedi! I am in an attempt to do Darth Revan's voice filter like the one heard on SW:ToR- this one in particular: Republic Shadow of Revan Ending; and I would like to share with you how the progress going- along with this tutorial. The program I am using is FL Studio 12 Producer Edition and I assume that every filters I am using on said attempt is possibly available and/or close-to-similar with every audio-editing program out there. I also attached some screen caps to help clear things up. So, let's start then! You would need two (2) layers of voices to work on to. In my attempt, both voices are un-pitched. The purple layer goes to Mixer channel 1, and then the red layer goes to Mixer Channel 2, like this- I am sure you were all aware about Mixer already; "All audio in FL Studio passes through the Mixer. Unless specifically directed, newly added Channels are routed to the Master Mixer Track" - support. Mixer in FL Studio would looked like this- Now- with the 1st layer, you would want a Multiband Compressor, a Hardcore Modulator and a Stereo Shaper. Theoretically, what you wanted to do with Multiband Compressor is to cut the high and middle frequencies. Hardcore modulating is much effortless, turn the rate level to its fullest until you hear the voice "rattling". Stereo Shaper was only to set the output to Mono [Yes- if there's a "set to mid" mix preset available, choose that!]. Assuming you're done with the 1st layer- goes to the 2nd then. With the 2nd, you would want a Multiband Compressor, a Chorus filter and a Wave Shaper [This one is important]. Theoretically, what you wanted to do with Multiband Compressor is cut the low frequencies and keep some high frequencies as you like [You could say the 2nd layer EQ setup is an anomaly to the 1st layer]. With Chorus filter on, set the speed and intensity level as much as possible [I kept width level to zero]. Goes to the essential part; Wave Shaping. This one is pretty cosmetic, but essential for Darth Revan's voice [imagine Gal Gadot; she's pretty, but without make-up she no Wonder Woman] - and I can't guarantee you a clean and clear instruction here because the plug-in is just a wave form. What you would wanted to do with it is to have the voice to produce some kind of noises; like a clipping sounds [when the level of a sound reach above 5db- that "broken" sound which we were searching for]. Done with both layers, and we are done with everything. No plug-in added to the Master channel there so.. considered it is a wrap then! The very last phase is to exporting the project; either to .WAV, .MP3, .OGG, .FLAC or etc. Your choice! But assuming you want to use it in-game, you would want to export the project either to .WAV or .MP3- mandatorily to .WAV just to be safe. Can't guarantee we have the same result here- as different program could means different result [even using the same one didn't have its warranty]. But hey, who knows your result is better right? And it should be! If you have any questions- just ask, PM me, or anything. I'd be glad to assist! Also, any constructive feedbacks is very much appreciated- as I am still and will always be in learning process too! Good luck with the attempt, may the Force be with you! Attached below is an end-result of this attempt. Keep in mind both the tutorial and/or the result is far from perfect, but self-assured; They are on the right track.
  4. 1 point
    I'm finally announcing > Mandalorian Lehon Expansion There are three parts of this mod: plot, usable content, and characters. Plot changes to Lehon include: main quest to get inside the temple now has an additional option of entering without working with the Rakata. Three sidequests are added. Working with either Rakata tribes includes a required bonus mission. I've created a triangle to the plot, no longer is the PC trapped between helping one tribe over the other. Now you can kill both of them! (And still enter the temple) Mandalorians are added as the third faction. They will have their own base (module). Added in two optional battles if you side with the Mandalorians. Part 2: Usable content. With any decent size mod, there will be a few new items and such. > Mandalorians have 9 different additional skins. > Mandalorians have several "late game" specific blasters, allowing players to use more than the Baragwin monopolized weapons. > A few swords. > Some of the armor will be wearable by the PC > Readable datapads giving lore background Part 3: Characters. I have several unique characters, with armor sets unique to them. Several characters will be voiced in Mando'a, the Mandalorian tongue by fan speakers. Some intrigue and mystery, with fully fleshed out story to explain or imply explanation to several things. Names, personality, lore, and since they are Mandalorians they know Canderous! I've got 99% of the story fleshed out, 75% of the work completed, 95% of the dialogue by characters finished. Four issues remain before release: TSLpatcher, Voice Overs are still coming in, several bugs/beta testing, K1R compatibility has to be tested, and lastly a fifth for unforeseen issues. The overall goal is to extend Lehon and add in some Mandalorians. Any questions?
  5. 1 point
    Edit: After further hearing... You nailed it with the "Filter 2" "Filter 1" DV! 👏 But, I am going to let you know what I am thinking in regards to every attempt here [keep in mind these are my personal reference, not a matter of good or bad; just which one suits me better]: Filter 1: This would be better suit a Jedi holocron voicing- if I recall correctly. This one is perfect to fill the spot! Filter 1 for the win. The modulator effect works seamlessly. Missed it on my hearing the first time actually. My bad! Filter 2: This is it! If only you could cut the low-frequencies more so it sounds less "bassy"- this one is a get go!. This one is at the right track, but it seems it lacks the modulating effect which is so "Darth Revan"-ly, I guess. Filter 3: I'm imagining this would be better suit as a datapad which contain voice recorded information DV. Filter 4: This is pretty much similar with Filter 2 but- there's this "leaky" noises [like some kind of a boost to "middle-to-high" frequencies I am guessing] which I don't feel it's supposed to be there DV. Maybe, for personal communicator voicing; this definitely a choice. Hope this feedback is constructive enough for the attempt- good luck!
  6. 1 point
    Well . . it was just that you were being a pain in the ass in one of my Status Updates where you were claiming you found a voice actress for 50 dollars to do the lines. The quote above from concerning you was really: put up or shut up. So I was kind of calling you in particular out for being that guy. Don't be that guy and try to derail or hijack my Updates or threads.
  7. 1 point
    View File JC's Blaster Visual Effects for K2 This mod changes the visual effects for all the laser blasts in the game. Energy blasters, ion blasters, disruptors, bowcasters - I've replaced them all. Except sonic, because really, sonic? In general, I've added more detail and made them match what's depicted on film as best as I could, when there was a visual reference. I took screenshots of the movies and got out my eyedropper tool and everything. The cores of the lasers are brighter so they look more like lasers, instead of having the whole thing as one flat color. I also messed around with light objects so each laser will illuminate surrounding objects in the appropriate color. For disruptors, I've included three color options: white, green, and yellow. The default install is white, like the original, and the other two are included as optional things. Submitter JCarter426 Submitted 06/04/2018 Category Mods TSLRCM Compatible Yes  
  8. 1 point
    I have heard enough. I will once again attempt to get the quest logs working, when I begin that work I will most likely seek out help. To be honest it was not something that I ever used in kotor 1, I completely forgot about it most of the time. Nevertheless, it will be apart of it now. @Kexikus I have tried two of those methods without success. I will try again following more closely with what you said. @SH Yes, I already have the lines finalized as I want them, the translations and the voicing is happening at the moment. I am not a foolish person, I have also read your advise and agree with it/practiced it. @Anyone who mentioned Zhaboka. I have not asked, and would not impose upon him in a thread before going to him in person. About the voice acting in general I have most of that covered, and unless Zhaboka speaks Mando'a fluently I would be unable to use him.
  9. 1 point
    You really should get the quests working before releasing the mod as those are pretty essential for a quality mod. Anyway, I might be able to help with the journal entries as I've had issues with those as well. In the end there were two working methods that I discovered: Using dialog.tlk entries and JRLEdit or using K-GFF. In the latter case I only used JRLEdit as a reference and to find certain quests. I'd recommend going for that method as adding lines to dialog.tlk can be quite tedious especially while you're still working on the mod. So what I did is the following (this is for adding entries to existing quests): I'd use JRLEdit to find the quest and its tag. Then I'd open global.jrl in k-gff and search for the tag. Once you have the right quest, simply right-click one of its entry structs to copy it and then paste it in the same position. Now give it the next available Struct ID and change the StringRef to -1. Finally right-click the StringRef and select Add String. Type your text into that field and save the gff file. That's it. Creating an entirely new quest would probably work in the same way except that you'd copy an entire quest instead of one entry.
  10. 1 point
    I think the quests are indeed that essential. We receive journal entries for every single mission in game, I really hate when something is undocumented, especially a quest as big as finding a way to enter the temple. Tomb of Azgath N'Dul and Dustil Restoration include full quests. Maybe you should ask Darth InSidious and Fallen Guardian about how do they edit the journal. You can also edit the journal through TSLPatcher, which would be essential for these who already have global.jrl in their Override anyway. Maybe you should take a look at changes.ini of aforementioned mods and BoS: SR, not only it introduces many of new journal entries, it is also for K1, in case of differences between JRL formats in two games. Or you should ask Fair Strides. He knows everything. On the other hand, if you have not made the voices yet, I suggest asking Zhaboka for Mandalorians. His Kazius in Korriban Expansion for K2 sounded just like default Mandalorians in game.
  11. 1 point
    No the Quest log is killing me. I can't get any of the jrl tools to work. I've even tried using kotor tool and K-GFF editor, still unable to correctly tinker with it. I've put the getting the quest log on the backburner. I don't think it is that essential.