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1 point
Version 1.2
4,872 downloads
This mod makes some edits to the three scenes that occur during the escape from Taris sequence. The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space. The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties. The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation. Specific Changes: STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues: Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements: Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility: The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash. -
1 pointHere is the situation I have come to a decision with everything I have decided to go with Giving Revan a Jedi Shadow as an only Jedi Class. I Know that Many people might not like that. The Logic behind my decision is that Revan is the unofficial leader of the Kotor 1 Ebon Hawk group. Within Lore, Jedi Shadow's main function is an silent observer, covert ops, Infiltration of Dark Side Cults like Sith and Krath and finding Solutions to the cults and criminal organization. So I do feel as a Jedi Specialization that fits Revan in the context of Kotor 1 as of Right now. With Jedi Shadow, they do have right to choose what allies to assist them in their mission. Current Modding Tools: Kotor Tool Do I need TSL Patcher and Kotor GFF Edition for this mod? Changing Jedi Sentinel to Jedi Shadow Jedi Shadow: Auto Feats: Optional New Feats: Class Buffing: Force Immunity 1,2,3 Force Jump 1,2,3 Health: 12 Uncanny Dodge 1 and 2 Force Focus 1,2,3 Force: 12 Sneak Attack 1 to 10 All Weapons Specializations Skill: 5 No Cross Class Penalty Concerning Bastila, I am going to change her class to the Jedi Consular. Some of the Changes to the Jedi Consular is that they do get a Skills, Feats, Force Abilities boost. I am going to give the players the option to give Force Immunity to Bastila like normal. Due to her Battle Mediation will get a Hide that boost her abilities greatly. Bastila Battle Mediation Boost will be great for recovering her force pool and increase her wisdom, strength, constitution among other useful boost for hardcore. Also Conversely Jedi Guardians being a fighter will get a boost to Skills, Feats, Force Abilities while getting an option Force Immunity. On a Side note; I am going to boost Combat Droid Class a great deal due to the lack of feats. Also with Hk-47, I would like to add Sneak attacks when upgrading him in addition to his hide boosts. Well when you select the Jedi Shadow class line, I would like a script that adds a Force Camouflage with a stealth belt with several massive boosts for the player. Story line Potential ideas: Ranging from re-discovering as Old Jedi Padawan post revelation scene on Tatioone and finds a deserted Czerka Depot and Krath Assassin and 2 Krath Commando boss battle will happen. You will find out that Krath killed everyone within Czerka depot at Tatioone. that leads into a Rakata Temple at Tatioone that you face a High Krath Priest called G'Nar.
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1 pointAfter watching The Lion King's teaser-trailer I lowkey hoping Disney pull of one 3D animation SW movie using the same engine in the future. Knights of the Old Republic.... Dang with all the resource they have I suppose they can easily nailed the luxurious beauty of the Old Republic; but why they don't just do it?!
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1 pointIt is looking up the registry key for the CD versions, while you presumably have the GOG or Steam version. This has already been asked before many times, including by you.
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1 point@DarthVarkor here's what I found: Your .mdl & .mdx files have a different date modified from 2010 while a fresh copy of my mod has a date modified from 2018. I'm not sure how you got those two files, but that's what caused the game crash. (I replicated it by using the ones you had in your zip file.) For replacing the portraits, and I should have been explicit on that part, you don't need to prefix them with "k1_" or "K1_"; only the head textures need that. Also, I found that the textures were not being overriden properly afterwards; so, I may have to recompile the tpcs to see if that fixes it. In the meantime, you can remove the relevant tpc files when you have a custom reskin you want to use for a certain head. TL/DR Temporary instructions for using a reskin for one of these heads with my mod while I address this issue: Move or delete the relevant tpcs files out of your override folder Keep the portrait names the same Prefix the head texture file names with "K1_" or "k1_" Hopefully, I can have a fix up tomorrow to replace this bandaid fix. Update: It didn’t work as planned. So, I have two options: Update the readme with the steps from this post. OR switch the tpcs to tgas, increasing the file size. Personally, I’m leaning toward the first option.
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1 pointI know I've been cheating on my WIP thread with Discord and random status updates, but I hadn't realized I'd been neglecting it so badly. Anyway, I recently ported the K2 robes to K1 and I'm currently working on the actually-for-K2 version of the mod. I didn't just port the robes before; I fixed various things on the model and made new textures specifically for the K1 items. I'm applying the same process to the original K2 textures now. For most of them, I'm simply updating them to fit my new model. For others, though, I've decided to make new textures to fit them better. That's where things get complicated. I've run into a few oddities. First, one of the textures is never used in the game. There isn't any item with texture variant #5. I figured it may have been designed for an item that never made it into the game, so I went digging through the game files. I found this in dialog.tlk: I find that very interesting, but it just raises more questions. There's already an item a_robe_10 - the Norris robe. Time for a little show and tell: Above are all the fishy textures. Texture #5 is unused. Textures 7-10 use what I'm going to call the Baran Do template. They have a distinctive rectangular bit than the random bath robe folds of the other texture variants. I suspect that three of these were originally intended for the three-tiered Baran Do robes (novice, advisor, and sage). Given that Ossus was a Jedi library, I also suspect that the unused #5 could've been for the Ossus Keeper robe. If so, texture #8 presumably would then be the missing Baran Do link. Or maybe the Norris robe texture is the one that's wrong. The point of all this speculation is that I don't want to reproduce this weirdness with my mod. I'd like to straighten things out. I've already decided I don't like the Ossus Keeper and Norris robes looking like Baran Do robes, so I'm going to come up with new designs for them. I already have ideas in mind, so we can put those aside. I'm not entirely sure what to do with the Baran Do robes, though. For one, we now have a pick of four different textures rather than two. Also, we might be dealing with not two but three Baran Do robes, if we include the unused advisor tier. I could use some input on both matters. To implement the third Baran Do robe would require placing the new item somewhere in the game. I've already checked the random loot scripts and they won't support any new robe items. So it' would have to be placed manually. I have no idea where. As for the textures, I actually like the Ossus Keeper and Norris variants rather than the actual Baran Do ones, so I might be inclined to use those designs instead. But I'm open to suggestions, particularly if a third texture has to be made too.
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1 pointI think WAYTOP is the bald republic soldier you can see in some of the really old screenshots on Dantooine