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Showing content with the highest reputation on 09/20/2023 in all areas

  1. 5 points
    This is the safest approach, since any input can be ignored as desired. Having worked in a number of large team projects, both in game modding and elsewhere, the problem with other people is that they all have ideas. Worse still, they labour under the impression that their ideas are actually good.
  2. 2 points
    Eh, you get what you pay for. I did say it was pretty half-assed after all. Having a look at the screen WIP thread, I was thinking that the hinge (?) cylinder on the datapad could probably stand to get a few more polys to round it off. Edit: So I started out rounding off that back cylinder, which lead me to just remaking the whole thing: That necessitated new UVs, so the vanilla texture layout won't work. But on the upside, there's less to fake now with some real geometry. I also split the screen out to its own texture, so you can take advantage of the extra real estate. The severed arm version has its own separate textures. I also fiddled with the stump end of the arm a bit, but there aren't many polys to work with. Placeable_Datapads_New_Datapad_Model.7z
  3. 2 points
    Right now I'm getting plenty of help on the DeadlyStream Discord server. Lots of knowledgeable people answering questions and helping me out with scripts. It's the best help I could ask for.
  4. 1 point
    As much as I would love to have Yuthura as a companion, it's simply not in the scope of the mod at this point. A recruitment mod is quite different from a new planet and has quite a number of challenges that goes along with it, especially replacing another companion. I am solely focused on the already monumental task of adding a new planet.
  5. 1 point
    It's more like an undead project that just won't die, despite my repeated efforts.
  6. 1 point
    I ran into this issue, and I have tracked this back to Rece's Lightsaber Crystals addon 2.0 (aka Rece's K1 Lightsaber Mod (UPDATED+ADDON) 2.0). I was using the mod's June 15, 2015 version that is 'current' as of now, with K1R 1.2, and the gog edition of K1. If anyone encounters this issue, and you have the directory you used to install Rece's Lightsaber mod, do this: save a game just before talking to Bolook for the first time, quit K1 create a backup copy of the danm14ac.mod currently in the modules/ directory of your K1 directory copy the danm14ac.mod from the backup/ directory in your 'K1 Lightsaber Crystals addon by Rece' directory into your game's modules/ directory. This is the backup that was created automatically by TSLPatcher when you installed the mod. fire up K1, load your game, play through the quest, save your game, quit K1. restore the backup copy of danm14ac.mod you made in step 2 back to your modules/ directory. If you don't have the original directory you used to install Rece's lightsaber mod, I recommend just copying your save game into a clean K1R modded game to play through the quest, then copy back. You might also want to go that route if you have other mods which change danm14ac.mod significantly. I did not; in a game w/ 50+ mods installed. If anyone has any reason to think I might be wrong about which mod is causing this ... please let me know. I'm down to get a bit more scientific in terms of the set of mods I have installed and the testing and whatnot if actually required. I'll wait about a week for comments and then leave a comment on the Rece's Lightsaber Mod download page so that people will have a heads-up.
  7. 0 points
    Suthspecter, If l may ask, have you considered looking for some help? The monumental task might become less of a burden. Godspeed and thanks for the latest updates.