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Showing content with the highest reputation on 03/28/2022 in Posts
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4 pointsUPDATE - It has been 6 months since this project was first announced and I am pleased to report it is proceeding nicely. This idea originally started as me wondering what the Enclave Sublevel would look like cleaned up from debris in TSL and maybe what an academy run by the Exile would look like there. Over time, and with input and contributions from over a dozen community members, the project has evolved into what will be the realization of a dream so many have had since TSL was released: Seeing the Sublevel in K1. Below are pictures that will give you an idea on where the project is as well as where it still has to go from here. Please provide your opinions, feedback, ideas, and hopes for the Sublevel. As much community input and support this mod has, the more successful and impactful of an experience it will be. The Enclave Sublevel is being designed to serve as a sort of hub world where multiple quests will be given/turned in over the course of the game. Current examples include: Mandalorian Holocron Quest - @EAF97came up with the idea for this quest. The player will retrieve holocrons from the raiding Mandalorians on Dantooine and turn them in to Atris within the Jedi Archives. Here's a shot of the holocrons in the players inventory and a snippet of speaking to Atris: Stealing Kolto from the Sith on Manaan - This quest stemmed from my irritation as a kid that there was a whole store where Kolto was sold and I could not buy any! This quest will be given by the Selkath Jedi Master Qual found within the Medical Bay of the Enclave (pictured below). The player will be sent to use a mimicked Sith Kolto purchasing permit that will lead the player to work with Republic spies within the Sith to not only purchase an extra ton of Kolto on the Sith's dime, but to steal their existing shipment within their hangar as well. The player will be caught in the middle of the thievery and fight the Sith in the dropship loading area seen below. This area is ordinarily not accessible, but there is a walkmesh for it, allowing it to be used. This is another area I spent a lot of time wanting to enter as a kid. You can see on the mini map how its ordinarily out of bounds. Dantooine Murder Quest will be completable from within the Sublevel, and consequently able to be skipped without a negative response from Bolook in the Dantooine plains. The Jedi Shadows from SWTOR will play a role in the Sublevel as they offer rewards for any Jedi or Sith relics the player finds and turns in to them on their journey. The player will also be able to turn in any lightsabers they find on their journey for a bounty, in the same vein as turning in Gaffi sticks to Czerka. The items you turn in will be stored safely away within the storage room. This is the same room whose door malfunctions, trapping Dergar Chester, the Enclave's maintenance Head Technician, inside. Can we break in and get these items back? Sith Holocrons are stored safely inside away from the impressionable minds of the young students of the Academy. The Republic Operations Center has the capacity to play host to side quests centered around directly aiding the Republic itself. Think the side missions in Mass Effect where the Alliance calls asking for Shepards help. There are several STUNT modules of Republic ship bridges that could be used for this purpose. Speaking of the Ops Center. Here it is: Dodonna can be seen within at the moment and is a placeholder until a better female Republic officer can be found/created. If you have any suggestions on who to use here. Feel free to chime in! The player will be able to duel with all named Jedi all the way from Belaya to Master Vandar. I'm still playing with how that will work. But there are two circle rooms that have been slotted for the purpose of dueling. One is occupied and serves to help foster a 'lived in' atmosphere for the sublevel. The other is empty and awaiting the player to choose who they would like to duel. See the droid walking through the door? Select doors are set to auto open when near and auto close when no one is in range. This will help the Sublevel's droids complete their appointed rounds without interruption! These droids are not the Czerka model the Exile finds 5 years later, but the player will have a role in why the Enclave needed to replace all of their droids through a side quest with Dergar Chester's apprentice. Several TSL Masters are present within the Enclave as the war's travels have led them to temporarily stop off on Dantooine. Currently present are Kavar, Vash, and Atris. Thanks to @EAF97for their working porting them over and the initial dialog work for them. What remains to be done? -There remains a good deal of scripting to get done. Quests need back-end work for firing journal entries and to be staffed properly with relevant events like combat, and DLGs need to be fully fleshed out. -The child models currently are in a half baked state as far as the end state that is desired for them. The goal would be they would be able to wear Jedi robes and have full combat animations. All I have confirmed they can do at the moment is unarmed combat as seen below: I have repaired the initial room of the Sublevel by swapping out the room's model for another identical one that is used further in. You can see the difference in the tile and lighting. Speaking of lighting, the entire sublevel is way too dark for my liking. It made sense in TSL since it was abandoned, but I would like it to be much brighter in here than it is now. K1 is even darker than TSL is in the sublevel. See below for comparison. TSL^ K1^ I'm thinking new lightmaps for every room (some?) may be needed, but an expert on modeling and lightmaps would know more about how to best address this issue. The Central Garden area is...well, just look... Thor110 had this same issue when they ported over the module from TSL, and it was mimicked on Dxun, Telos surface, and Dantooine. Indicating it was likely a foliage texture issue. But loading in the module with no textures at all still has the odd black lines. So I'm thinking its a model issue with this area? All that to say! The meat and potatoes of the mod are moving forward. I am compiling a list of everyone who has assisted so far, whether large or small, so as many as possible can be credited for this mod as possible when it releases. @EAF97was the primary motivator for me shifting this project to K1 first instead of TSL. They've been a huge help getting this going. @Sith Holocronhas been instrumental in helping to coordinate the project and serving as a sounding board. The DS Discord has likewise been a big help. I know @lachjameshas looked at some AI work for the TSL Masters' VO, as well as that @Allronixhas put their experience to work ensuring said dialog is lore friendly and accurate. @Hunters Runrestored the Sublevel's walls to their original non-destroyed state. That alone was a huge contribution! There are many more who have helped one way or another that I will detail in full as the mod gets closer to a release. With that in mind, as many seasoned hands on this project, the better! While I will, and am learning how to mess with models and lightmaps to see the Sublevel made into what it can be, if you have experience addressing some of the issue I have noted above and want to play a role in bringing the Sublevel to K1, please PM me! If you have any ideas or thoughts on what you would like to see in the Sublevel, please comment below! I will be updating this post shortly with a new installer that will allow anyone who wants to look inside at this stage to do so. Whether for curiosities sake or for the sake of helping to address a problem.
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2 pointsNot much new to report, but (hopefully) will have a release out sometime in the first half of April. For the Map Builder, I plan on having the rooms from the Sith Bases (both Taris and Manaan) avaiable for the user to mix and match. However, after that I'm not sure what place to add next. So if you're interested in using the tool to create new areas, I'm more than happy to take suggestions on what models to make useable. In addition to creating a layout for the rooms, the Map Builder tool also automatically fills in doors for the module and creates copies of the textures used in the models. This means you can retexture your unique module and not have it affect the models they were based on. Maps can be exported to both K1 or TSL regardless of what game the rooms your using originated from. Here is a video demonstrating how easy and quickly it is to use: As for the module editor, most of the core functionality is finished. You can create, edit, move around and delete things from any module you chose to open. The editor builds a tree of all resources connected to the module and you can change which version of the resource (eg. pick the resource stored in the override vs the .mod file) which will be reflected in the 3D view. You can also toggle what kind of instances are being rendered to the screen. A quick demonstation can be seen in the video below: Finally, if people are interested in contributing to the project, I would like to include tutorials packaged with the program the the user can browse through (simular interface to the instructions included in Kotor Tool). These tutorials can cover any aspect of modding, from texturing, to scripting, to in-depth module editing. Perferably they would also include screenshots showing how to accomplish the relevant task using to toolset. If anyone is interested in creating these or having existing tutorials that they want to offer, feel free to PM me. Thanks. I feel something like this would greatly benefit people new to modding.
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1 pointI love this idea, the enclave sub level and the Ludo Kressh Tomb in K2: TSL are my number one wishes to be implemented into K1, keep up the great work!!