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Showing content with the highest reputation on 06/30/2025 in Posts
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1 pointFor reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
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1 pointHere me out here, would it be possible to release the mod as updates or separate mods? You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example. Would you be willing to tell us why this is important? Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II. I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II. In the words of the famous Calo Nord: "Smart." Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers. Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod. What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod. Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP). Can you explain how this works in-game? I thought classes were hard-coded. Care to show us some of these appearances? You mentioned "voice lines". Will these be voiced by an actor or by an AI? I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI. Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI. Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example. Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP? I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines. So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right? I would love to see this in-action! I would like to see what you have made here. I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately. I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another. I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too. I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play? I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here. I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list. You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene. One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken. You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits. Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port". Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City. Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina? This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I? If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris. But I understand if you don't want to. That'll be good! Also very good, don't make promises - the mod comes when it appears on the site out of the blue. I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you. Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!
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1 pointHi, I played through your mod a few days ago and enjoyed it really much, so at first I wanted to say thank you for creating it. I found two issues while playing through it: 1) If the player kills the thug (202tel.mod\g_201thug001.utc) which spawns after giving Grenn the information about Batu Rem before the main quest with the Ithorian droid is done, the game softlocks when doing the Ithorian droid quest (only tested the Czerka version, but I think both should have this problem) when starting the cutscene where the thugs show up at the Ithorian hangar. I looked into it and I think the problem is 202tel.mod\g_201thug001.utc has the k_ptel_ma_d.ncs assigned as OnDeath script (the mod itself doesn't touch this utc as far as I can see, but the script is assigned by default). This script increments the global "201TEL_Thugs", which I think shouldn't happen when killing the 202tel.mod\g_201thug001.utc (resetting "201TEL_Thugs" to 0 before doing the droid quest fixed the problem for me.), probably the OnDeath script should be changed for something like k_def_death01.ncs instead? 2) After Zez-Kai Ell rescues the player at the end of the mod the player is teleported to the nar shaddaa docks (In 323NAR.mod\a_geno.ncs "StartNewModule("303nar", "", "", "", "", "", "", "");" is used to do this). I think the waypoint is missing here, because the player starts out at the entrance of the map instead of the hideout, I changed it to StartNewModule("303nar", "FROM_305NAR", "", "", "", "", "", ""); and the scene worked out fine afterwards.
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0 pointsThanks for sharing, CapitaineSpoque! What you're set on doing reminds me a lot of what I was attempting myself several years prior. I'm still working on that project but it is, unfortunately, only to my own benefit, barring a few public contributions here and there. I'll keep an eye on the development. Cheers!