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Showing content with the highest reputation on 02/25/2021 in Posts
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1 pointHi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
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1 pointHi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
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1 pointTSL Restored Content Mod 1.8.6 Ultimate High Resolution Peragus and Harbinger- TGA Version Ultimate Korriban High Resolution - TPC Version Ultimate Dantooine High Resolution - TPC Version Ultimate Dxun High Resolution - TPC Version Ultimate Nar Shaddaa High Resolution - TPC Version Ultimate Onderon High Resolution - TPC Version Ultimate Malachor V High Resolution - TPC Version Extended Carth Meeting 1.2 Extended Enclave (TSLRCM add-on) 2.3 Extended Ending 1.01 Extended Korriban Arrival 1.2 GenoHaradan Legacy 1.0.2 Complete Character Overhaul -REDUX- ( TGA Version ) Fixed Hologram Models and Admiralty Redux for TSLRCM TOR Ports KOTOR Comic Republic Uniforms Admiralty Patch 1.0.1 SWTOR Series Saber Mod v.2 TOR HK Skin Pack 1.0 TSL Full Masks Reskinned Mira Romance Mod 2.0 Content Pack Feats and Powers (TSL ver) 1.4 HD G0-T0 Upscale High Poly Grenades K2 HD Mandalore Upscale TPC JC's Darksaber for K2 1.2 High Quality Blasters KOTOR 2 Upscaled maps Improved Widescreen Experience 1.0.0 Kyle Katarn's JK2 Lightsaber for TSL Enhanced Merchants for TSL Full Force Mod High Level Force Powers V2 High Level Force Powers V2u1 Lost Force Powers Pack Force Exhaustion Force Annihilation HD Cockpit Skyboxes 2.0 Effixian's Alternative Female Twi'lek Dancer Outfits 1.0.0 Darth Sapiens Presents HD Darth Nihilus 1.00 Darth Sapien's Presents T3M4 HD 2k 1.00 Darth Darkus' Armored Robes 1.3.1 Mira Revision (1.1) Mira Unpoofed 1.0 Movement Animation Fix for KOTOR & TSL (1.3) Mono's K1 Gun Models Movie-style Jedi Master robes 1.5 Mandalorian Battle Blades 2.0 NihilusVisas scene VO tweak Visas Unmasked! TSL Main Menu Model Fix for Widescreen 1.1 TSL Backdrop Improvements 1.3 TSL Warp & Cheat Band (1.2) TSL Jedi Malak Mouth Fix 1.1.0 Benok's Alternate Lines Restoration B1 Battle Droid Blaster Rifle Atris to Jocasta Nu Effixian's Bao-Dur Reskins Ebon Hawk 4K Thinner HUD Elements Three New Force Crushes (Fixed) The Recruitment Of Jedi Master Atris (3.5) Trandoshans Rescaled for TSL Serocco Guard VO Fix New Force Power Retribution
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1 pointTSL implies the exile's return was through strings Atris pulled in the Republic. Kreia is seen being stripped of the Force or at least subjected to a crude equivalent via Force Drain in the scene of Sion and Nihilus turning on her. The editing on the timing of the Harbinger incident is sloppy; HK-50's discussion of it implies the failures started happening before the Harbinger came across the Ebon Hawk, and one line of his even makes it sound like the Hawk docked with the Harbinger after HK-50's sabotage crippled it. This is at odds with what all the recordings on the ship itself suggest. As for who incapacitated the Exile... definitely HK-50. It was done the same way he did it at Peragus - overdosing you with sedatives while you were in a Kolto tank. G0-T0's greeting to HK-47 implies that HK-47 was reverse-engineered to enable the creation of the HK-50s. As for droid merchants having HK parts... presumably the Exile isn't the only one who's killed HK-50s. They're not specifically labeled as HK-47 parts after all. Also, K1 suggests HK-47 wasn't 100% unique even before the HK-50s were created (the dialogue for this happens if you choose him for the Leviathan mission). Regarding the Lonna Vash thing, her encounter having a different voice from the council scene is possibly a case of actress unavailability. I haven't heard anything else to indicate there was a 6th Jedi Master on the High Council circa the Exile's banishment. But yeah, TSL is a mess due to mismanagement at LucasArts at the time. Even TSLRCM polishing the unimplemented content as best as possible and adding it in doesn't fix everything due to the unfinished writing.
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1 pointAnd that sensitivity is a giveaway because...? They can't sense when you're full-on holy-glowing Light Side, so obviously you're able to shroud your alignment (and even if they could sense Jolee and Juhani's alignments, Jolee's gray leanings and Juhani's anger issues probably make them register semi-favorably in SithVision(TM)). The sensitivity itself isn't a giveaway because SO ARE ALL THEIR STUDENTS. They're expecting Force-sensitives to show up at their doorstep, and having Force-sensitive "slaves" simply enhances your prestige. The thing about Bastila is that she's not merely sensitive, she's well-known and possesses a rare degree of power with the art of Battle Meditation. She'd probably stand out more to a senior Sith. ...And you know, thinking about it, fear of being recognized probably isn't Bastila's only reason for not wanting to set foot on Korriban. As for Bastila on Taris... The Sith chain of communication is honestly hilariously spotty in this game. Not only are the Sith grunts on patrol unable to recognize Bastila at a glance, even the Sith Trainee governor doesn't recognize her! Did Darth Malak not actually transmit a visual of her? XD And speaking of the governor, neither Malak nor Saul Karath seems to take notice of his demise. No mention of "We've lost contact with the base" or anything like that, just Malak commenting that the search is taking too long. In any case, if you have the Troopers notice and attack Bastila, the governor not recognizing her is going to stand out even more so you'd probably have to alter that too. Later on, there's also the fact that (despite the occasional attacks by Sith fighter patrols) the Ebon Hawk doesn't get recognized by those on Korriban as an enemy ship. Not even after the Leviathan incident, although I suppose that much can be excused by Malak being too preoccupied with Bastila.
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1 pointOn one side, sith troopers will probably have a better chance of defeating and capturing Bastila if they attack her on sight. On the other side, a single patrol won’t have much chances against a skilled Jedi Knight and her escort anyway. So, it’ll make sense for Sith Superiors to give orders to patrols such as: a) report about finding Bastila b) Attempt to persuade her to surrender. For example, to say something like “The planet is occupied. You cannot hide. We will execute civilians in the area if you escape; etc”. Then if the patrol is wiped, Sith Superiors can dispatch dark Jedi to the location where Bastila was spotted. From a technical point of view, there are many enemies in the game who first start a conversation when they have clear order to kill player (dark Jedi trio on Tatooine/Kashyyyk, Calo Nord, Darth Bandon, Malak’s apprentices on Star Forge). Therefore, it wouldn’t be out of place if at least one/first patrol that recognize Bastila will start conversation before the attack. Then the player can have a chance to trick patrol in style of ep. 4. Well, this may be beyond your plans, but it may be an interesting idea for the future. Why not just assume that there are Sith Masters on Korriban who can recognize (feel, see, smell, idk how it works) Bastila’s unique signature through the Force no matter what clothes she wears? And on Taris the patrols consist of simple soldiers.
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1 pointA mask of some kind could work, but I don't know how many Sith would be fooled by something like: If you decide to integrate the Dark Jedi attack seen on the cover art, I guess you could have a small group attack the party if Bastila isn't in disguise, but that's just an idea. Maybe it would be better to stick with attacks from troopers. However the disguise is handled, though, it should definitely be destroyed after arriving on Dantooine.
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1 pointFrom an RP standpoint: Yes, since there is no expression for enemies to attempt to capture you in the game, killing on sight is a reasonable action. Moreover, it's clear while Malak preferred to take her alive, he wasn't that concerned about it given he ordered the entire planet destroyed just to remove her as a factor once it became obvious he wouldn't find her. An easy solution would have been to just have a quest in the game that allowed you to find a disguise for her, but I guess Bioware never thought of it. It's amusing though that for some reason they made a huge deal of her being recognized on Korriban, but not on Taris, despite all of the Sith actively looking for her there. Lol. As an aside though, it doesn't make sense for any of your Force Sensitive party members to be allowed on Korriban, since Uthar or Yuthura would pick up on their sensitivity immediately and the jig would be up.
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1 pointWell there is no "Jedi" restriction as such, just class restrictions for Guardian/Sentinal/Consular. Going the feat route as ebmar suggested would achieve the same end result, but it's not really thematically the same. I assume fluff is what you're after, since there seems little other reason to bother. In that case you could possibly create a fake Jedi restriction item property that just uses the feat restriction under the hood.
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1 pointFirst, let me go ahead and say that not only is this possible, it's actually extremely simple. It's also extremely tedious to set up as the global default, unless you're building from the ground up anyway. Now, a little background info: When I was younger and more naive (read: four years ago), I had the idea to start working on a massively ambitious project (read: total conversion mod) all on my own just to see how far I could push the envelope when it comes to modding. I was no novice when it came to ingenuity in KotOR modding, having already cut corners to introduce the community to a mod that had been wished for many times since the release of TSL (insert shameless PartySwap plug here). It quickly hit me that there was something else about the KotOR games that bugged the crap out of me, and that was that they were fully voiced - with exception to the most important character in both games. I quickly decided that would be the next hurdle I tackle. It didn't take too long to figure it out. That's right - I've been semi-selfishly sitting on this information for four years. Why? I don't really know, maybe because I wanted to present it to the community in a large project that I was happy to be a part of and blow everyone's minds. But it has become clear to me that others have been looking for a way to make it work, and I'd be remiss to not share my experiences with this particular endeavor. With all that said, here's a bit of a disclaimer: All instructions in this tutorial are given under the assumption of modding TSL, NOT KotOR. The reason for this is simple - TSL scripting, especially when it comes to dialog, is a lot more malleable. I'm not saying this is the only way to pull it off, it's just the easiest to illustrate. The first question is "How do we enable the PC to be a valid speaker?" The answer: We don't. Simply put, any time you type 'PLAYER' into the Speaker tag line in a DLG node, the dialog will crash. This alone has turned others in the past off of pursuing this endeavor. "So, we can't use the PLAYER tag to make the PC talk, and we can't assign a new tag to the PC, so how do we make this work?" This is where one's fundamental understanding of how dialogs work comes in handy. There's always one performer in a dialog that doesn't need a stated speaker tag, and who is that? The owner. So necessary workaround #1: Make the PC the owner of the dialog. This presents a new problem, however. The game is coded to always assume whatever other valid object is in the command chain in game scripts that fire dialog is supposed to be the owner, whether it's the object starting a conversation with the PC or vice versa. You know what the solution for this is? Remove those objects from the command chain. So necessary workaround #2: Make the PC start the dialog with their self. That's right, the PC is going to be starting up conversations with him/herself that you will need to invite all other participants into through the use of the Speaker/Listener tags - and those tag lines are going to be used a lot, unless you literally want the PC to be talking to him/herself. The way to set this up in a script is quite simple: AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "name of dialog")); Note: I'm including a Modders Resource (jb_func.nss) that functions as an #include script, which already has this function set up as a custom function, so all you need to type up is PCStartDialog("name of dialog"); jb_func.nss Any dialog fired by this function will have the PC speak all the entry nodes with blank speaker tag lines. Yes, you are still required to put VO on Entry nodes, not Reply nodes, which means having the PC speak a line of dialog that the player chooses from a replies list requires creating an entry after said reply with the VO information attached. Of course, this particular solution only covers game-triggered dialogs so far. What about click-started dialogs, the ones triggered by the player? This is where we get into potentially tedious territory. See, player-triggered dialogs are fired by the game gathering the name of said dialog from the objects Dialog string entry. This data call is hard-coded - we have no access to it through scripting. The obvious solution would be to set up a custom script for that object's OnDialogue event, but when one such object becomes a hundred or a thousand, that's a lot of OnDialogue scripts. This is where I came up with a different solution, which proved to be quite ingenious. Simply put, convert the player-triggered dialog to a game-triggered dialog. So necessary workaround #3: Make the dialog re-trigger itself. Note: Regarding the steps below, If you want to skip most of the work, I'm including here the script that I use to re-trigger the dialog, as well as a new dialog template to start from. Sadly, you'll have to do the globalcat.2da editing yourself. a_load_dialog.nss a_load_dialog.ncs newdialog.dlg How do we set this up? First, you need to create a global in the globalcat.2da. It can be a boolean or a number, doesn't really matter. For the sake of this tutorial, I'll be using a boolean and naming it "dialog_pc_owned". Next, create a blank entry at the very top of your DLG. Set its first conditional to "c_glob_bool_set", set the String Param to be "dialog_pc_owned", and check that "Not" box. Right now, this node does nothing but always fires. What we want to do next is make something happen. Specifically, we want to set the global, so in the first script field, insert "a_glob_bool_set", set the first parameter to 1, and the String Param to "dialog_pc_owned". This means the next time the dialog is fired, it will ignore this top node because the condition isn't being met. Obviously, there's still something missing. We need to trigger the dialog to fire again under ownership of the PC. So leave the DLG as is for a moment, and create a new script - I'm naming mine "a_load_dialog.nss". Now, in order to avoid compiling a ton of different versions of this script, we'll be making use of the String Param in the TSL dialog system. So if you're using my include file, the script would look like this: #include "jb_func" void main() { PCStartDialog(GetScriptStringParameter()); } Compile that bad boy (make sure the include script is in the override folder in your game directory), then go back to that top node in the DLG file. Insert "a_load_dialog" into the second script field, then in the String Param field, insert the name of your DLG file. So now your dialog will re-trigger itself with ownership belonging to the PC. We're done, right? WRONG! This is where I reckon I'll lose most of you, because it's a bit difficult to put into words, so please bear with me. When you trigger a dialog like this, you're setting a variable that wasn't set previously so that you can call it to re-trigger itself. The downfall is that variable will not automatically reset so that the top node triggers every time. In order for this to work, that top node needs to trigger every time, which requires resetting the global after the dialog re-triggers itself. How you set this up in the Dialog file is completely up to you, but my preferred method is to create a second blank entry underneath the first one, set the first script field to "a_glob_bool_set", first parameter to 0, and String Param to "dialog_pc_owned", then let that node be the master root for the rest of the actual dialog tree. That's all there is to it, obviously the rest is on you to write the dialog and acquire the VO in the typical way. I hope this helps, folks. Until next time... DarthTyren has spoken!
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1 pointThe Sith assassins can't use the Force. They've had the same training Atton did to shield their minds from Jedi, and the technique also blinds them to the Force. They throw up walls of emotion that mess with a Jedi's senses because Jedi have to block that out to use the Force. Consequentially this makes it difficult for the assassins to use the Force themselves. They do use the Force in the sense that they use it to become invisible, sense their prey, weaken them, etc but they are not typical Force users. Essentially they specialize in negating the Force, and it would also negate their own Force.