Leaderboard
Popular Content
Showing content with the highest reputation on 10/13/2018 in Posts
-
3 points
-
3 points[Updated: October 12, 2018] A quick heads-up to the thread. New and last entry of Tatooine's portion has been decided. Here's a sneek-a-peek of what's coming next: 3. Tatooine [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Commoner's clothes base texture"] I will leave to your imagination why she has her hair short 😁 The main motivation of choosing Marlena as one of the "Legends" entry is to have it paired with jc2's "Kill Marlena". Afterall, Marlena has all the requirements to be on the list too; she has strong character and she seems to be an important part of the journey as her encounter cannot be skipped [and I like her role in the game too]. The development seems to be final so, it could be ready for a release in the near time. Any updates of current development will also be posted in thread's introduction post.
-
2 pointsI hopped in and have tried to help dispel the idea about it being a mod. Can’t do much else about people having Disney or people hating copyright law
-
2 pointsPersonally I think both should be disabled if you are going to have the support thread also with comments. Reviews should strictly be an actual review, but half the time people don't do that. I just want a single set of comments. Would make things much more straightforward.
-
1 pointView File Light Side Ending Masters Light Side Ending Masters A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2 Release Date: 30.07.2024 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: During the Light Side ending of K1, there is an A New Hope style medal ceremony with your player character and party members with Admiral Dodonna, Master Vander and three Jedi in attendance. Who are these three Jedi? No one knows, in the vanilla game they are simply generic NPCs who serve no purpose whatsoever. This mod replaces those three Jedi from generic NPCs to Masters Vrook, Zhar and Dorak. Known Bugs: This mod shouldn't have bugs but if there is report them on Deadlystream. Incompatibilities: This mod shouldn't be incompatible with anything but if there is report them on Deadlystream. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 10/13/2018 Category Skins K1R Compatible Yes
-
1 pointI just hope more folks point out in the comment section of the video that Apeiron wasn't a mod. (Right now, it's mostly folks using the C&D news as an excuse to bash Disney in general about their studio's SW movies or commenting on EA's lackluster games, which seems a bit off-topic to me.)
-
1 pointThat quote amused me. Yes, I know it wasn't you. My comment (under "scarletguard") checks a lot of your other boxes.
-
1 point
-
1 pointNews frm yesterday: Apeiron is no more. Lucasfilm forced closing the project. Won't give a link with the info because I read it in Polish. That's when our modders come in with the mods that aren't a total remake yet give it a new wonderful life.
-
1 pointThe hood issue is probably caused by KOTORMax. It seems to screw up Flex/danglymeshes. I'll see if I can fix it by transplanting data from the vanilla ASCIIs. Edit: Or maybe it is a MDLEdit issue. Also doing it from ASCIIs decompiled from the vanilla models. Investigating alternative solutions.... Edit 2: OK so even the vanilla model has the hood "dancing", which you'll see if you delete the modified models from the Override folder. But for some reason MDLEdit is causing it to go haywire. The versions compiled by MDLOps operate in the same manner as the vanilla models. I think the best solution is probably just to turn the hood into a static trimesh. Edit 3: The hook itself works as intended in my test, with the medal attaching properly: I've updated the models, redownload from the link above. Choose the files from the static folder if you don't want any hood movement at all.
-
1 pointI have serious issues with Apeiron in general, especially the progress of its development over the past three years and its online "presence," if you like. I think it's only fair for me to disclose that bias first thing. With that made clear, though, I have a deep distaste for the way the project has thus far seemingly been managed, and absolutely with how it's been conveyed to the fanbase at large, which I believe I would still have even without this accumulated bias. You say that the project lead is the one to speak to about these issues, but you are the first Apeiron volunteer that I have ever communicated with on any forum (to my knowledge, at any rate). I was on the subreddit the day that Apeiron was announced, and I still see every thread that passes through the sub as part and parcel of being a mod. Every Apeiron topic ever posted has only had fans in it to speak on the team's behalf, and the overwhelming majority of those fans have genuinely and innocently pushed the narrative that Apeiron is a mod which is free from C&D threat from any rights-holder. They've believed what you've said, and it's all so much empty words. I don't hold you to blame for this personally, or hold any ill-will towards you or even the idea of KOTOR being remade. My problems are twofold: a complete lack of communication on any channels which aren't dominated by Apeiron fans, and what is--in my view--the deliberate and continued misinformation that Apeiron will be legally treated as a mod. In defense of your team, I should have stepped forward with these issues myself a long time ago, but in my own defense I had (and still have) zero faith that the project will ever see the light of day, in all honesty. With that said, I still find the lack of communication outside of Apeiron-dominated channels disturbing, and the misinformation downright distasteful. Now that it seems that at least some elements of your team are attempting to be more communicative with other parts of the community, I think it would be to both of our benefits if these issues were addressed. I've made unpleasant claims about the Apeiron team's work, including about its overall competency to bring the project to fruition. Many have taken this to be unreasonable hostility on my part, but having been involved with indie development in the past, what I've seen thus far seems to me simply to be a reflection of the same lack of available volunteers that laid my own project to waste. Contrary to those who assume I'm simply hostile for the sake of being hostile, however, I would love to be proven wrong; I have simply never been put in the position of being able to ask questions of a developer before without going out of my way. I don't know how to contact your director, so if you could pass on to him my sincere hope that he would consider immediately removing the mod portion of the FAQ on your website, it would immediately alleviate many of my concerns about how Apeiron has portrayed itself thus far. If you would be further willing to request that he get in touch with me here or on reddit, I would love to coordinate an AMA with your team and the subreddit as a whole. Much of the trouble that exists thus far, I feel, stems from the perception that your team is uncommunicative and intentionally misleading your fans; if both of these misconceptions could be clarified through engagement, it would go a long way indeed toward engaging the remainder of the community with the project. Finally, because most of this post has been presumptuous on my part and I'm well-aware of it, I do want to say again that I don't wish you or any member of your team any ill will. If I'm being entirely honest I still have serious questions about the project, your team's capabilities, etc., but that's why I want to open a dialogue regarding it. I have been incredibly hostile toward the project in the past, but, again, I would love to be proven wrong and to find out this has all been a large misunderstanding on my part. If you all are willing to have an open dialogue, I'm very willing to change my views.
-
1 pointOooh, saucy. I'd imagine the TSLRCM team could make use of this. I seem to recall some animated camera moves the last time I played that lacked some smoothness during translation.
-
0 pointsSo with the performance gains I decided to try getting rid of all the sprites and seeing what happened. This is what I came up with, 180K polys worth of static meshes: Somewhat surprisingly, the performance hit was fairly minimal. Something like 5-7fps. I'm interested to see if that improves with a condensed, monolithic mesh version, assuming I can get MDLOps to compile it. I'm not a fan of the apprentices/Sith, but they are placeholders. I'm wondering whether I should use some of the TSL models, maybe in conjunction with a separate mod that replaces all the K1 Dark Jedi with those as well. Edit: OK, god damn, it took MDLOps well over an hour (!) to compile, but I finally managed to test the monolithic mesh version of the crowd. As with the level model, it was a noticeable improvement, once again returning to a solid 60fps. So it seems that the real issue at play here is entity count? Too bad there's no practical way to animate the crowd as a single mesh (I think it would only be possible with PLA - point level animation). @ndix UR: What is your analysis of this performance issue?