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Showing content with the highest reputation on 08/06/2019 in Posts
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4 pointsEither one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
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3 pointsHey everyone! I have exciting news! A Crashed Republic Cruiser On A Nameless World is now open for beta testing! If you're interested, please send me a PM! In addition, I'm also looking for 1-2 voice actors (psst @Zhaboka ) as well as someone who's strong in dialogue writing/editing to peruse my dialogues and help clean them up and make them sound better.
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2 pointsYes, I do believe Option 1 for the loading screen should be used by default for the modification. And the color should match that of the original loading screens as well, just like N-DReW25 pointed out. Option 2 can be colored and made part of the Loadscreens in Color mod just like SH suggested.
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2 pointsJust to clarify, you can’t use two load screens for the same module. These are both options for the same module. It wouldn’t make sense to use one in another area that isn’t the street. Thank you everyone for your thoughts. If anyone else wants to chime in, I am still undecided.
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2 pointsGetting 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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1 point49 - Czerka Sign and Desk Enhancement 1.2 By @Sith Holocron https://deadlystream.com/files/file/1083-czerka-sign-and-desk-enhancement/?tab=comments 50 - Citadel Station Signage 1.1 By @Sith Holocron https://deadlystream.com/files/file/308-citadel-station-signage/?tab=details Some of those little things that are liked to see and make a nicest play. Great work. ---------------------------------------------------- 51 - JC's Republic Soldier Fix for K2 1.1 By @JCarter426 https://deadlystream.com/files/file/1181-jcs-republic-soldier-fix-for-k2/?tab=comments Statement: A nice work
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1 pointAgreed. Dantooine wouldn't be a bad place in Star Wars to live, farm and camp. Minus the Sith bombardments, Exchange mercenary camps, and looters on that planet.
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1 pointOption 1 all the way. IMO it's better to keep the style of the rest of the game.
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1 pointThank you! That did the trick. I misunderstood and thought you had to rename the texture files to match the filename of the model (which I renamed). Reverting the name of the tga files back to the original name fixed it for me and everything is working perfectly. Many thanks!
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1 point@Sithspecter, why not add screen 1 to the Sleheyron mod, and add screen 2 to your Loadscreens in Color mod? That way, everyone is happy.
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1 point(Oh, there's more info here, I also replied on Steam) p_attonbb is for the body. The head needs P_AttnH1, P_AttnH1D1 and P_AttnH1D2. But.. in kotor 2 the "D2" is max dark side, in K1 just "D" is max dark side. In K1 the order is: no D, D1, D2, D3, D. So in K1 there's 2 more states. In an image editor you can make textures for those in between states by doing a 50% opacity mix of a layer above another layer.
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1 pointI find that's an accurate description. K1's Sentinel is the hardest to play. However it does have advantages in the final battle with Malak, such as the immunity to mind affecting effects..
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1 pointSucks to be you then. The source is right there. If you are that paranoid (even after using something like VirusTotal), compile it yourself.
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1 pointFinally! Someone understands.
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1 pointHe'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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1 pointThanks for the suggestion! And yeah additional targets won't be affected. My excuse: the momentum of a saber throw should diminish after the first hit to an extent that it can't knock down a target anymore. The main reason, however, is that `EffectForcePushed()` seems to only knock down targets away from the PC, which makes sense for the first target but not for the additional ones (in most situations). Should there be a way to control the direction that a target is knocked down, I would certainly consider implementing the what you mentioned. Best.
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0 pointsMight I suggest contacting Allronix? She most recently has been on the KotOR subreddit.
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0 pointsThe source code is right there, enter that into Kotor Tool (which can be found on this website) and compile the script given, then place it in the override. Modding does exist within the grey area of the internet, and even on more filtered sites like nexusmods.com, there is always a threat of malware. You can find Kotor Tool on deadlystream, kotorfiles.com, nexusmods.com, and several other places (even the recently resurrected gamefront.) Edited*
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0 pointsBack in 2006 Darth InSidious was making this "Rhen Var" mod which consisted of reskinned M4-78 & HK Factory modules, I know he has uploaded some pics of the old mod on his gallery somewhere here but whether or not he's actually making it is unknown. Here is a fAnTaStIc 2006 trailer of the mod in its 2006 quality: