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3 pointsOur first adventure takes us to the usual scene. Our hero awakens, pulled away from his wonderous dream of being surrounding by Twilek Lekku, With his morning quarterstaff still up and about, our trusty bunkmate has come to inform us of the situation. In a terrible state of ironic affairs, it seems that he is the one who has fallen out of bed and hit his head, as he believes that he is a Jedi Knight. Yep, a Jedi Knight holding a Blaster rifle and with a Republic Soldier uniform. Seems legit. He also speaks the Twilek language. Fascinating. There have been stories, rare as they are, of people suffering traumatic cranial injuries regaining consciousness to find memories that were not once theirs or somehow have the ability to speak a language never spoken by them before. Perhaps this is one of those moments? Anyway, we have to escort our immensly confused friend to the scene of the battle. We now have a glimpse of what he actually looks like through our animated profile pic of him! Based on this most handsome face, I believe a more fitting name should be applied. Yes, henceforth, we shall name our companion "Bruh". Anyway, Bruh's first battle with sith ends up poorly, but we still survived! In reality, it's just cause we're invincible on the first level, but let's just play along and pretend that Bruh cut down all those mean bad sith bullies with his laser sword Rude ass still won't give me the advanced medical kit he usually would here tho... But now, we've reached the heart of the battle, and it seems like all hands are on deck! In one corner we have a mercenary, on the other corner, a Czerka employee, and on the other corner... a civillian? That thing is nearly half her size, dang. What is she even doing here?? Oddly enough, that's supposed to be Selven. How nice of her to help the Republic before she died. Shame, guess we'll have to kill her again on Taris to make up the favor. BTW, so nice of the journalist the Repuiblic hired to interview bastilla to pick up arms and defend the ship. I also really like the new Twilek Sith Captain! Adds some really nice diversity to the sith ranks. I have to wonder though, who thought she would be fit for battle with her arm so damaged? As Bruh and Revan limp their way to victory, fighting against odds clearly meant for a Jedi and not two republic soldiers to be dealing with, we come across a duel between a Dark Jedi and a Jedi apprentice, our first lightsaber encounter in the game! Except for some reason, Bruh keeps talking about how that's his padawan... Ya, sure thing, Bruh. We'll take you to the neurologist as soon as this mission is done with, ok buddy? (WHAT IS SHE EVEN WEARING) Unfortunately, both the Dark Jedi and the Jedi perished in the battle. Bruh is not to happy that we pointed out that she died, constantly lamenting about how she could take her on no problem... even though this was her first actual real mission. Bruh, you need help ASAP To try and make some sense of this, Bruh attempts to meditate to resolve the issue, falling back on his Jedi teaching. Ya, his nonexistant Jedi teaching. C'mon... YOU. ARE. A. SOLDIEEEEEER You're not a real Jedi, you're a ground unit! You are a general's plaything! Finally, the insanity is almost done, and I got my first level u....uhhhh wait what? OK, something is missing here, I can't quiet put my finger on it... Where the feats at? Where are the ranged attacks? I'm pretty sure a few other things are missing. If I'm not careful, I could find myself getting stuck on this menu just cause my character gained every feat to early lol And this next scene, Bruh truly reveals his insanity. He just suddenly took off his clothes (I swear I didn't do this), ran into Darth Bandon unarmed and said that the Force would protect him or something and that fate was a mysterious thing. We'll whatever, I'll let that lunatic deal with little bald. Godspeed, Bruh Finally, time for the second pa- aaaaaaaaaaaaaaaaaaand Carth is Black my god man what is even happening lol btw was the scout outfit intentional? I'll assume the extra melanin was not. To my utter shock, the Dark Stalker mod for the Endar Spire, which I modifed heavily, still works flawlessly! I have no idea how, but I'm not complaining! Well, that's it for part 1. All things considered, part 1 is tame. Like, REALLY tame, compared to what's next. If you enjoyed this blog entry, don't worry, it all goes downhill from here! Stay tuned~
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2 pointsA little tweaking of the end bit and you could have the Skroob Salute!
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2 pointsI finally figured out why the Force Power wasn't showing in the list: turns out I was using "forcepriority=2" and you can't do that with a single Force Power. You gotta use 0. Then 1 if you have an upgrade for it and 2 for the last upgrade. So it's like the "pips" column but with 0,1,2 instead of 1,2,3 (dunno why they created two columns that do the same thing but whatever). Now I plan to implement it in both games using the "namespaces" function that TSLPatcher has, that way I can practice with that and release both versions in a single mod file. Also, my friend @Salk told me about the awful male "flirt" animation and asked me to update it. Given how terrible it was, I didn't have any reference to work with but this is what I got: In the end the thing I explained about creating the facial animations in Blender didn't work, because when you bake the action the keyframes have a "bake action" property instead of an usual "rotation" or "location". And when exporting the plugin doesn't recognize it and throws an error. So I did the facial animation in KotorMax and it works like a charm as you can see. At first I couldn't animate at all because when trying to move the bones the whole head moved. It seems that 3ds Max has a default behaviour of moving the parent bones with the children so all the bone structure moves. I had to uncheck the bone tool option for each one, animate and then re-enable it. Although some parts of the head would appear deformed after doing that like if there was some scale going on. Luckily no scale keys were created since I uncheked them in the animation filters. There are still some sanity check errors like wrong keys that are netiher bezier or linear but I can get past that compiling the model and then copying the generated keys from the ASCII to the original. I still created the body animation in Blender and then merged the keys from KotorMax, but I'm thinking maybe in the future I will do everything in Max if no errors occur.
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1 pointI desire this so very, very much... Hell, an entire side-campaign dealing with Griff's bullshit would be absolutely wonderful.
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1 pointHello! I noticed that the minimap doesn't seem to be completely white as it should be. I've attached an image to show exactly what I mean. If the Player walks past the imprisoned Rakata the minimap will show a black bar. Perhaps it'd be possible to make it all white without hassle? Cheers!
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1 pointLol yeah you're right, this is how it looks -- Try this -- lbl_mapm46aa.tpc I wonder if the black bar should be an alpha in the first place but I didn't bother trying that, and just paint it white instead.
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1 pointI briefly checked out some of the new changes and it's amazing to see the galaxy map filled out like it is. In my brief investigation, I found a few, probably known, issues. Alpha channels on the Rakatan planet seem to be missing, giving a lot of things a transparent look. (Elder base exterior, and the crashed Republic ship, for example) The elder's base outer area (where the electric fence is in 1) seems to be missing an exit. Once you're there, you are stuck. The swoop bike guy (yes, it is one of those things that very much interests me lol) on Tatooine seems to now just be a clone of the Telos swoop bike guy (dialogue wise, appearance wise he's still the roodian). When you take him up on his offer of swoop racing he takes to the Telos track and once that's complete, you return to the Telos Entertainment Cantina. Sleyheyron works exactly as your post describes. Still impressive to see it ported over and all that. Awesome work as always though.
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1 pointLol ohh lordie, Griff being unleashed on us poor unsuspecting maidens, no good can come from this. @Qui-Gon Glenn? Are you looking for writers perchance? Or for scam related ideas? I've come across a few things that were tried on episodes from Maverick which he could pull, the belt game for example...
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1 pointUpdate! Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.
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1 pointThis is a repost of an old tutorial I did on LucasForums. The original discussion thread is HERE. So, one benefit of plot usable items is that if they have an activate property you can use them even if you don't have them equipped, so long as the item is in your inventory. But one thing I've noticed is there are over 200 existing icons, and the engine only supports up to 255 (well, 256 if it accepts 000, but I've never actually checked). So there isn't much room for your items to have custom icons like there is with other item types. However, there are a whole bunch of icons left over from K1 which are not used at all. So I made a list of all the ones I could find that are currently used (it's not inconceivable that I missed some): 22 7 10 12 16 17 23 25 29 35 42 55 56 59 60 61 62 63 64 65 66 67 68 71 72 77 78 84 85 86 88 89 90 91 92 94 95 96 98 99 100 101 102 103 106 107 108 109 110 111 122-251Again, those are the ones that are used. If you use one of those, it will affect other items in the game. So don't use them. 69, 70, 74, 75, 113-122 and 252-255 don't exist at all; the others exist but shouldn't appear in the game. And in case you don't know... Plot Usable Item is a base item type that appears in your inventory but cannot be equipped. It is similar to the Aesthetic Item type, which uses the same icon set (and thus meaning there are even fewer numbers for us to use). The difference between the two types (I think) is that if a Plot Usable Item has an Activate Item property, the item will appear in your action menu. This allows you to have access to usable item equipping it - meaning a) you don't use up and equipment slot, so you can equip other things, and the whole party will have access to the item. I don't think this feature was actually used in the game, however. To create a plot usable item, create a new item and set the base item type to Plot Usable Items. Model Variation determines the icon number. The icons themselves are located in ERFs -> Texture Packs -> ***_GUI -> I, and the files all begin with "ip_pltuseitm_" (e.g. the unused holocron is ip_pltuseitm_072.tpc). Some additional information: 1 is a book of some kind. 11 is a Mandalorian helmet. 12 (used), 28, and 35 (used) all have Czerka logos. 15 has the Star Forge symbol on it - I think it's the Sith medallion from K1. 24 and 39 are crystals. 32 is the krayt dragon pearl. 33 is a Sand Person. 40 is Sith armor. 44-53 are all keycards. 72 is a holocron (107 is also a holocron, but is used for an HK part). 79 is the dancer's outfit, but the icon that is actually used is ia_slave_001 (I believe this is true of the Sith and Sand People disguises as well - so they wouldn't even be used in K1). 83 is another dancer's outfit, resembling Leia's more than the one in the game. Anyway, long story short, feel free to use any number that is not on this list. The only issue would be compatibility with other mods that do the same thing.
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0 pointsOh my god, what have you done?! Now while this is an example of how not to install my mod, I still really want to see where this goes. Looking forward for more broken Kotor here. Edit: Just realised you intended to break your game here, thanks for considering my mod: you made a bloody good choice XD. Will you consider posting a list of mods (maybe mods used in each blog per blog to keep things small) so that I could use the list so that when I make a "Compatibility list of mods" in the future I could use that for reference?