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Showing content with the highest reputation on 04/15/2025 in Posts
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2 pointsTo save you time as I saw this post, I wrote a tutorial on porting levels between the two games which is my tutorial series in the tutorials section, it's a fairly straight forward process, much easier to do from scratch than sorting through the files in my project to isolate the files needed for doing that. I have considered adding the tombs back in myself, but I think it's kind of fitting that they are blocked off and likely supposed to have collapsed, plus I have enough work to do for the project as it is so I avoid making more for myself.
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2 pointsUpdate/Not really an update: I was about 16 when I thought this mod was about 30 minutes away from it's first release, now I'm 23 and it's still in pretty much the same place it was then. I'm not really sure how that happened but I promise it's been haunting me the entire time. Since my last attempt getting back into this about a year ago (could never figure out how to get SithCodec to get the dialog to play on steam), I've had computer trouble that almost resulted in all the files being permanently lost. That scare would've be the perfect motivation to finally just get it done if it hadn't left me without a laptop or computer that can run games for the foreseeable future. Because of this I've decided I''m finally just going to release HK-48 as is. I probably should've done this years ago but I kept holding off because every time I was convinced it would be silly to release it incomplete when it's so close to done. I don't really like the idea of releasing it incomplete and I'm not expecting anyone to finish it for me or even really anyone to still be interested after so long (willing to bet the guy this was originally a mod request for before i got carried away isn't still around), because someone took the time to do the voice acting for this and did such a good job that I need to upload it just to make sure that work is never lost forever. I've attached the folder basically as-is from what I could recover from when I was last tinkering with it. It has the TSLPatcher installer so there shouldn't be much issue getting to play it. I have no idea if the voice lines will play in game, there's several versions of the lines in the attached folder all formatted in different ways by the SithCodec but none worked. I can't remember much specifics so I probably can't be much help. I'll try and tidy up the files and do a proper release for it (would something like this be a modder's resource or can you label unfinished mods on the main page, i can't remember?) because it would be nice for people to see it. Like I said I'm not expecting anyone to finish it for me, but I'll still probably do a run-down in the read me of exactly what needed fixing/finishing and what stuff still needed implementing (iirc it's literally just scripts to position HK-48 properly during the cutscenes - you'll need a door unlocker armband because HK-48 gets stuck behind a locked door). There may be other bugs you come across if you play, if you encounter any please let me know. TL:DR; I'm still committed to finishing this mod (don't laugh), but nearly losing all the files recently made me think I should upload it as-is so it doesn't get lost forever. HK-48 [WIP].zip
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2 pointsAlright maybe a port of Freedom Nadd's Tomb for Sorzus Syn Maybe How About a Port of Freedon Nadd's tomb from KOTOR II
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1 point@Thor110 That does sound like a good advice. Friday I'm on holidays so I'll take a look at it (I've got some other projects myself so maybe not this weekend though). Yeah obviously, if we only consider the plot it is logical that we don't have them, but for a gameplay reason it would indeed be a good idea imo (and btw someone made a Sorzus Syn's amulet mod which could be great to find in her tomb). So I will take a look at it when I have time and my (small) upgoing projects are done. @tff500 However, I have to disagree with the modules idea, even if it's not that important (to me it is). According to Adas's status, he should get Freedon Nadd's tomb module (biggest one for a guy that canonically had centuries to make his slaves build it and was considered to be the Sith'ari). Then put a lot of stuff in it (tukatas, shyracks, maybe even sith spirits or thieves, etc.). The entrance of his tomb should obviously be located at the end of the shyrack cave as it is the oldest one. For Sorzus Syn, I'd put Ludo Kresh's module, put the amulet in it as well as rakhgouls (you know, her amulet changes stuff into rakhgouls so it makes sense to me, also gives different battle experience than the other tombs). The entrance would be... wherever you want it to be, I think a sarcophagus in the valley, as you suggested, is a good idea. For Xoxaan, idk... She isn't really that important anyway. 2 more tombs sounds enough. There wouldn't really be enough space to make her an entrance. However, if you really want it, we could make something work. I'd focus on these 2 "main" tombs first. What I'm annoyed at is it definitely won't be compatible with BOSSR if we do the entrance there. That is really bad. Making it compatible with BOSSR would be such a big plus, if I make it I might make Adas's tomb's entrance somewhere else. But even then, not sure it won't conflict with a BOSSR's file... Will be hard to do. Ig making it compatible with K1CP will be the best I'll be able to do, and as K1CP isn't compatible with BOSSR, this problem won't be mine to fix anyway.
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1 pointUpscaled the HK-48 character texture to save people some time. I'll leave any work on the portrait texture to others. P_HK48_01.tga
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1 pointAdding a companion to that section, even if just a temporary one is a good idea as it is quite difficult from what I remember. With regards to the audio files, I think the steam version can only play .mp3 from what I remember people saying, but I have no problem playing .wav files from the first game in the aspyr version of the game, so it could just be a slight encoding variance or issue or perhaps it can only play .mp3 files from the override folder, I am not too sure on the specifics as I haven't personally encountered the issue so perhaps someone else can fill in the details. This seems like the sort of thing I would be tempted to add to the Expanded Galaxy Project, with permission of course, perhaps if you reach out to me on Discord I can offer some assistance with finishing the base mod either way. It sounds like you are most of the way there and are just left to tackle a few small issues such as the audio and some scripting issues. I started my mod project over 6 years ago and it's still years away from being completed, so don't let that bother you, there are plenty around in similar positions too.
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1 pointYeah alright, you want someone to make it, I understand. "completely custom made" is a bit much to ask though lol
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1 pointBecause it is shown That XoXaan was buried on Korriban and Sorzus Syn was buried there too
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1 pointUpdated to 1.0.1 1.0.1 Update fix list: - Fixed the ability to remove party members from party in certain modules - Fixed dialogue in the 3rd recording in Tyrena station where it won't give you the updated journal entry - Fixed the king seeing you as a Miraluka when you're a Mirialan - Fixed the dialogue script typo which wouldn't set Exile as a male under canon choice To resolve these issues for those who downloaded the earlier version, you can download newest version and run the installer which will patch over it. But this will only affect saved games which are before these points.
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1 pointA few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
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1 pointGreat job so far. Down the line I may use this for a possible "cutscene" that may take place between Atris and Revan where Revan speaks to her about the Exile's whereabouts (which is canonical).
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1 pointDon't say I never did anything for you: DP_Bao-Dur_Armour_and_Robes.7z I haven't even looked at it for about 3 1/2 years though, so you're on your own as far as doing anything with it. The adjusted head to match was already released as a modder's resource. Edit: To clarify for people arriving here in the future, the attached file is a modder's resource. You can use it in your own work with the usual constraints - don't redistribute it by itself, and provide credit in any released work.
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0 pointsStory of my life right there. That's literally me. The day will come when everything clicks. For me, I had to stop worrying about making one of my mods perfect, and instead I just had to put it out there. Trust me. You'll know when.