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Showing content with the highest reputation on 08/04/2019 in Posts

  1. 6 points
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    Looking forwards to this part of progress! I may have an idea with that but ain't gonna get on your toes for now - bit of hint though; "Gladiator of the Week" 😬 And bit of information regarding * gladiator fights*, SS -in case you didn't know- that in streamsounds there's Sleheyron's stinger/sbat but apparently it's labelled wrong [mus_sbat_sleyhey]. It doesn't matched with what's in the ambientmusic.2da [mus_sbat_slehey]. It makes the stinger didn't played with the assigned battle music. And @DarthParametric - that's one of the best application of alpha-masking I've ever seen, lol.
  4. 2 points
    Getting back in the swing of things after being gone a week on vacation. The street module is all walkmeshed, blocks cameras, has aurora lights, and a minimap. All that's left is the path file, which are still proving a bit finnicky. Most of those are dynamic things that are difficult to see in a screenshot, so I'll try to do a video in the next few weeks to showcase some of the improvements. Also I will try to add in NPCs and such before then. Next I will be switching gears, working on the Arena Hall/entrance area and attempting to setup some gladiator fights.
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    He's never going to finish it with that sort of attitude. Clearly he needs to be chained to his computer and beaten every time he stops working on it.
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    He's fine Deathscepter, I trust whatever the finished product to be will be well worth the development waiting time. Sithspecter I will talk to my guy from JKhub who has the contacts, one we just used for my mod of the revamped Escape Yavin IV, can check out its progress here: https://jkhub.org/topic/9375-escape-yavin-iv-revamped/ I don't have the video where he voiced over the existing lines but the two of them together made great and convincing dialogue scenes. As for the music, I'm currently updating my audio software, but I can recreate Jeremy Soule's KOTOR I and II tracks minus the percussion instruments to a T. I am looking for a drummer / beat mixer to help add that element to my songs as that is the only thing preventing me from finishing Sleheyron-themed music, so if you did use a new song or two, one explore / one battle, it would not overlap the themes that were placed in the Mysterious Box and the Starforge (the original mus_bat_sley etc) or if you used those themes then perhaps a new theme for the Mysterious Box and the Starforge Battle would be in development on my part.
  8. 1 point
    In the old days when mods used to be pumped out thick and fast my Override folder tended to become quite messy. These days I know exactly what mods are installed and in what order I installed them so I can track any incompatibilities. I have it all filed away in a little green book
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    The only files I tend to have in my Override are texture, model and 2da files. Any unique UTC files and UTIs I place within .MOD files on top of other mods. I tend be a neat freak when it comes to my Override folder.
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    Thanks Zhaboka! I am open to some voice acting when the times comes. I'm also open to paying for excellent quality voice acting. I'll do some research on the Hutt Cartel, but I've been primarily leaning on the Exchange. There's still some nuances that need to be worked out for the comings and goings on Sleheyron. Droids or beasts will make good "death-matches" for lower tier fighting. Maybe there will be two different routes to go with it, I dunno. No new creatures. I stated before that I am open to new music but I am skeptical that someone will be able to produce more music of the same quality and style. If you can do this, I'd love to hear it, but I'm going to be skeptical until I can hear some good samples. I'm glad you like the progress so far.
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    Yeah I don't deny it, I was just remarking that his not-so-subtle approach in someone else's backyard wasn't rallying a lot of support to his cause. Not that I, of all people, should be lecturing others about subtlety.
  12. 0 points
    my stupid post dot jpeg
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    Saw your other thread. I'll lay out the basic tasks and tools required to perform such a task and we'll take it from there. 1. Get in-game coordinates. Personally using the whereami armband. Works fine for me. Make sure you're looking at the right tab (feedback) in the messages log. There's a mention of a Handy Force Powers mod in this thread. Don't know about it, but it might be worth a look if you can't get the whereami armband to work (conflicting spells.2da, maybe?). https://deadlystream.com/topic/4656-kotor-tsl-where-am-i-armband/ 2. Create a custom placeable. Extract an existing utc file with the Kotor Tool (BIFS/Templates/Placeables), get rid of its vanilla game inventory (more of a KOTOR1 thing, though) and/or loot-spawning script (Scripts tab), give it a new Template ResRef (Advanced tab - mandatory), and Tag/Appearance (Basic tab). Make sure the "Has Inventory/PartyInteract/Usable" items are checked in the Advanced tab. I strongly recommend using the PlasticCrate_cylinder or MetalBox_octogonal appearance (Basic tab) so you won't have to worry about the placeable's orientation. 3. Write/Compile a script in which you'll spawn the custom placeable at a specific location. The Kotor Scripting Tool is very, very newbie-friendly and will more than suffice for this task. I'll provide a script sample with actual Ebon Hawk coordinates in my next post. I strongly recommend to use the script to spawn both the placeable and its inventory so you'll never have to worry about/manually edit the placeable's utc file ever again. Also, you could theoretically spawn multiple containers and edit their loot across an entire module with a single script. https://deadlystream.com/files/file/191-kotor-scripting-tool/ 4. Extract/Edit a dialog file you'll use to launch the script. For the task you have in mind, extract 003Atton from ERFS/Modules/003EBO_dlg.erf/0. Once that's done, get the DLGEditor tool. Much easier to look for specific dialogue than with the Kotor Tool's built-in editor. You'll have to find a line of dialogue that cannot be skipped and has a free Script #1/#2 slot (Somebody shut that trash compactor up!"). Type in the name (without the .ncs part) of your script and make sure to click on another line of dialogue so the modification will register. https://deadlystream.com/files/file/750-dlg-editor/ Scripting Time, Part 1 Copy/paste this puppy in the Kotor Scripting Tool and you're good to go. I placed the container in the cargo hold in the corner opposite from the Handmaiden's location. Edit the loot to your heart's content. Don't forget to modify the zzz_HwkBox01 to whatever Template ResRef you'll give to your custom placeable. Scripting Time, Part 2 This one's actually a lot simpler, but if you ever feel like it, this is how you add loot to an existing container. More of a KOTOR1 thing, though. As a bonus, I've thrown in lines that show you how to give unique loot to each of the starting classes. Just don't forget that compiling this thing and dumping it into your override folder won't do a thing unless you've edited a dlg file so the script can be fired.
  14. 0 points
    Sucks to be you then. The source is right there. If you are that paranoid (even after using something like VirusTotal), compile it yourself.