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Everything posted by sELFiNDUCEDcOMA
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You want to explain your post to me? Seems like I hit a nerve, and with your edit, you are ridiculing me.. Is that the case?
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It's an unnecessary flaw to have as part of your engine. That's the part I don't get, why hard code this limitation at all..? Why stop at I or N when you could go to Z..? Why even stop there in that you can then check to see if the next character is a number or letter, if a number, then that donates a sub-model or body variation to the base model. That way you aren't using up D, E and F for the 3 light armor body variants. These sub-models can then go up to Z as well, and if you really want, you can just keep on going until you hit a number, which then tells the engine that this is a texture variant of that (sub-)model. Being "complete" has absolutely nothing to do with it at all, these are hardcoded for what I can tell is no good reason at all other than to make the game harder to mod and to make developing the game more of a pain the arse. As far as I can tell, only an egotistical idiot would code it this way -- which there are many in game development . I have to be frank, some of what I've read from the KOTOR / TSL modding community seems rather naive due to my experiences with other level and world building tools. This assumption that this is the way you "mod" a game because people haven't tried to mod any other game and don't seem to know any better; in that there are good reasons NOT to mod a game that way. If someone asked me what game to mod for a first project, I wouldn't tell them to go with KOTOR or TSL -- especially if you're not strong at programming. Modding these is more along the lines of hacking, with most of the modding in way of quests at least, dependent upon your ability to script -- even if you want to place something simple like a container within a module. I would actually suggest one of the Bethseda games, as though their tools along with those developed for the community, may be buggy. They at least have some decent tools; trying to achieve the same things, will likely take you at least 3 times longer and not be anywhere near as good due to all the limitations in place. Furthermore, you are correct, all of the mod changes / additions -- beyond the asset files -- are stored in an ESP patch file; and objects are instanced rather than unique objects being stored within a module's rim file. It makes finding and editing things much easier, especially as you can easily find out what else something uses or what uses it and how many times. Then it's a simple double-click to load it up within the editor -- a proper integrated editor that allows you to edit pretty much everything, not a collection dated tools only allowing you to edit some things. More importantly, it shows the game world in 3D for world building and quest scripting. And if you make a change to a module (or dungeon) in most cases, you don't need to load up a save game where you haven't visited it yet, as the level data gets updated and you can also use various debug commands to reset variables. There are limitations, but they are few and even then there are ways to get around much of it via scripting.
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I wasn't going to touch the female version, as though it can be improved, it still works. The male one doesn't and seems like it was based off of the female one. I'm often quite puzzled as to why such things were hard-coded by Bioware for K1, and carried over into TSL. It seems that this is a completely unnecessary limitation to have for a game engine. At the very least, you would think you could go straight on up to Z in way of model / body variations. Yet for some reason they decided that you could only go up to I..? And my puzzlement doesn't stop there, as I find the whole 2da references a bit on the idiotic side. Why am I setting up NPC appearances via a 2da when I should be setting up these options via a utc file instead. Take Fallout 3 or Skyrim, you set up all the appearance stuff like model, textures, body / animation set to use, stats, equips etc, within the NPC's data file. I'm pretty sure that is how it was in Morrowind as well -- an old game of the same time of KOTOR. I guess you could chalk it up to legacy code from NWN and the first amateurish attempts at coding an RPG game engine, but, I suspect that they still do things this way with ME3 as well. So far it is just the Republic soldiers that have been changed along with the Maintenance officer. All the other bodies use a generic dead body placeable, in order to replace these I would need to do something similar to what Varsity Puppet did with his Peragus mod, except I would be using placeables as opposed to what I take it to be NPC characters set to being dead. Though there are some issues with the script, as I would be initiating it differently, the big problem is that unlike the Republic soldiers and Maintenance officer, where there are existing models to edit, there are none for the rest. So in order to make them look better than they currently do, I would need to make these essentially from other models -- miner uniform and NPC heads. Not sure how involving that will be to do, as I figure it would requiring getting acquainted with the "bones" (animation) skeleton in order to move the mesh about without having to do it all manually vertex by vertex. It's something I'd like to do, but, I kinda wanted to have an update release by now...
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A darker TSL...
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So, I'm coming to a point where I'm not just content to change textures and want to start changing (and editing) models for stuff. One thing I want to do is modify the male model for the Zeison Sha armor. Though it all started with wanting to make the Exar Kun amrmor in game look more appropriate, it really has to do with the model itself. As much as I like the addition of armored robes to the game, I really dislike the male version of this model as it never quite looked right to me. Screens below with my main gripes: I'm kinda wondering what the reaction will be with people, as I'm sure many folks are fans of the look of the original armor, even if I am not. So, what do people think..? Originally I had intended in creating a new model / body variant and then editing UTI item files to reference it, however, it seems that model variations will not go beyond N -- they range from A through N, and that is where they stop. I've tried setting this via the baseitems 2da file but in game the model shown is the Jedi Master Robe, which is model variation N. If anyone knows whether you can create model variations beyond N, please let me know even if it is to point me to whatever resources online there are for them, as I can't seem to find anything definitive; though, I could be searching in the wrong place for the wrong thing .
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This looks pretty cool, and *seems* to work just fine, however, not quite sure whether it is compiling at all. Either it is compiling some place else other than the same directory as the source file, or, when it compiles the file it is not saving it with the NCS file extension and overwriting the original NSS source file instead. You need to fix this as it would make the scripting tool far better than the one as found in KoTOR tool. Some other suggestions: Have an alternate icon for compiled script files to help differentiate the two -- will help negate the situation where you accidentally drag the source file into the override folder instead of the compiled file. Change the name of your program as far as start menu directory and such to say: "KOTOR Scripting Tool" or "KOTOR Tool Suite" if you really do intend to add further tools. Why? I'm gonna rename it anyway as I don't want to be searching later on for it and not being able to find it because it isn't named clearly . Better tab functionality. Not sure how you've got it set up but it needs to use twice the space(s) it does now; also, if I hit return, it should auto tab indent to the right spot instead of requiring me to manually tab it in. I'd change the default new script template to add commented areas, to indicate one clear area for declaring variables, maybe another for includes. Why? I'm sick of looking at code that has variables declared all over the place, and this will help people adopt better scripting practices to aid readability. Insert-able code snippets for basic things like if statements, loops, etc. I know, it seems a bit pointless but not everyone is as familiar with the syntax and it saves you having to look it up every time you jump back into scripting. Lastly, not everyone likes looking at a page of white. Maybe provide the option of an alternate color scheme for scripts -- like a dark blue background (or DeadlyStream dark grey) with the syntax highlighting colors changed to work against this. Really like the tool, as the plain black text on the white background basic functionality of KoTOR Tool's script editor makes it a real pain to edit a script. A pity that it doesn't compile correctly. If it did, I suspect you would have gotten more votes along with more downloads .
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Revised HK series textures... In order to have specular for for things like NPC clothing, I've had to make edits to the Appearance.2da file. Otherwise, specular will make the texture appear transparent, no matter what the accompanying TXI file says. Since I had to make a lot of changes, at least to one particular field within the file, I decided to also make some additional changes in way of default appearance for your characters based on class and if you put on any "clothes" object... As the textures and models were packaged with TSL, I decided to reinstate the Scoundrel, Scout and Soldier class look from KOTOR; especially as they kind of correspond to the Jedi classes of Consular, Sentinel and Guardian. Plus, I figure that if you were stripped of your force powers, then you would still end up doing things along the lines of your character, just without the force. So, you would end up looking like one of these classes rather than wearing dorky clothes. Plus, I like the original models even if I have given the textures a quick update; I also plan on doing variant of each for a class specific unique clothing you'll be able to get in game at Peragus.
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Some more loose ends as it were, in this case I wanted to do the party members that you initially acquire at Peragus -- FYI: T3's new textures were shown in previous screens; such as Ebon Hawk.
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Yeah I figured you probably had some idea of TXI files, but, I think not everyone has a clear idea of these -- it appears that some people don't even know hot to make a basic one so as to get specular working instead of having something appear transparent if the TXI is missing . Anyway, I'm pretty sure that you can just have the one strip of 11 frames if you wanted to do it that way. Personally, I would want to do the animations myself as that allows me to do what ever I want to do. Also, you don't really need 11 frames to have an effective animation, or at least all of them in order to have a smooth animation. You could go with some key frames and then in between these have something different -- I've gone with suggestive faces. One thing you could do, is simply have 2 or 3 frames of dancer silhouettes, and then to vary these, you have additional frames with these as a base but what is different is the text you might display. You can use different styles for these, different sets of words, or simply, the same word just written in a different Star Wars font -- to indicate your trying to say the same thing to multiple segments of the public. You can also play around with the background, by animating or changing that by using simple patterns that rotate or change color. Any of these technigues, even if you only end up with 6 frames, would be better than the 9 (or whatever) frames the current texture has . Then you just play around with the fps rate, though, "fps 1" will probably be the most effective.
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I think they hand painted the letters rather than using a font -- there are at least 2 for aurebesh I know of along with a bunch of others for Star Wars. They probably didn't exist when the game was made. I have a feeling they were quickly made either as a temporary measure or last moment; as they are very low in quality compared to the original sign textures of KOTOR. The textures though generally square are used on non-square surfaces; so they get stretched (or squished) making things look more pixelated than they should be. The only tool I know of and use to extract textures as TGA is KOTOR Tool. Maybe it is the tool that is creating them this way, as it also has problems viewing normal (bump) maps even though it can export them out as TGA just fine. But my guess is that this is how they were created for the game by whatever tool Obsidian developed for creating their TPC image files. There may be some good reason for this, but, I really doubt it. It seems to me that they went out of their way to make modding these textures as difficult as possible, as the garbling seems to me to be completely unnecessary. FYI: this can probably be tested by exporting the animated texture as a TPC, if it shows up normally in game, then I think that the game treats TGAs differently. If the animated texture is based on another one, like a console. Then you better off simply using this as a base to create all the varied frames of your animation, then, you combine them into the one texture. In the case of the Twi'leks, there was no texture it was based on and it was so garbled that piecing together the original texture, or just one frame of it, would be pointless. Especially as I don't really like the texture to begin with -- it's kinda lame, like the dancing animation is kinda lame . You're just better off creating the frames yourself, to suit your mod -- free vector / clipart can be a big help; and can be edited and exported as PNGs by Inkscape -- and then combining it into the one image. Each frame needs to have the same length of sides, and be square and cleanly divisible by 2 -- like 512X512 -- however, they actually don't need to be the same length so as to create a large square. Some texts will imply that they have to be, they are wrong . So, you can have a texture that is 1536x512 in size that is made up of a row of 1 made up of 3 frames. Then you have to create your TXI file for it -- which you probably now is just a TXT file renamed to TXI. It should have the same filename as the texture and have something like this in it: This simply says that the row length (x) is made up of 3 frames and that there are 2 rows (y). You don't need the "envmaptexture CM_Baremetal" line, but as the texture it's for uses specular, it does -- left it in to show that these two don't have to be mutually exclusive. There is also no need to set how large a frame is by setting an X and Y for it, as the game is smart enough to use the above to figure it out by itself -- which makes it easier if you decide that you want to shrink the size of the texture, as you don't have to keep on updating the TXI file. The "fps" part is frames-per-second, and usually you want to put in a whole number, however, you can also put n a decimal if you want frames to stay for longer than what the game considers to be a second.
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Sign variants of textures as seen on Nar Shaddaa...
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Working on various textures I started and didn't complete or just didn't start because they need so much work to make look good. The ones I've completed at the moment are all to do with the signage used on Telos station along with Nar Shaddaa...
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K1 Restoration Demo Feedback
sELFiNDUCEDcOMA replied to sELFiNDUCEDcOMA's topic in KotOR1 Restoration (K1R)
Yeah, I keep on getting those two mixed. Unfortunately all Wookies look the same to me . -
K1 Restoration Demo Feedback
sELFiNDUCEDcOMA replied to sELFiNDUCEDcOMA's topic in KotOR1 Restoration (K1R)
Opps, posted this in the wrong part of the forum... Can't delete it but maybe a moderator can move it... ? Hassat Hunter; Done -
I usually don’t bother with mod feedback, as I figure it will be taken simply as negative feedback and therefore go unused. But I started replaying KOTOR recently for something I’m working on and decided to install this mod. Usually when I play any game or mod, I usually can’t help but think of things that I would do differently, especially if I see something that I think has a lot of potential. But that’s where it ends, in that I either think about it, maybe write it down somewhere, and that’s it. This time instead of having it rattle around in my head to distract me, I’ve decided to offload it here instead . Major Bugs: When I downloaded the mod here from DeadlyStream, there was no mention of the known bugs for the mod, like the fact that I can do the arena fights, all except for Bendak Starkiller. Realising that it would not trigger and wanting to proceed with the game, I did a search and finally came by the info that this was a known bug that a patch was in the works for. If this is a long standing known bug, then you should add this to the mod description so that people don’t download this and then are disappointed when they find that they can’t do certain things. Going through the arena and NOT being able to fight and kill Bendak, claiming the prize money and collecting his bounty… was a major downer . Also, this is something that you should have released a patch for ASAP! Especially as I doubt that I’m the only one that likes doing the arena fights on Taris. Lower City “Vigilantes”: I installed the mod having already played through to the Lower City area, so, whatever changes before that I can’t speak of. However, what I can speak of are the added civilians to the Lower City areas. It’s nice to have the added people, especially those you can see across speeder lanes, however, I find that some of them are armed and will jump into combat with you which I find kinda perplexing. Frankly, it ruins my “suspension of disbelief” when this happens and it needs to be resolved. Either you remove the armed civilians so they no longer will jump into combat, or, you give them a reason why there are doing so. On the uppermost level of Taris (North) there is an old bigot (Gorton Colu) preaching against the aliens and mentions his Anti-Alien League. These armed civilians could very well be sympathizers and members of the AAL considering that they are all humans; this could be made clear by giving them a unique look in the way of armor – with an AAL upper armband, something fascist perhaps along the lines of a red, white and black colour schem. I would also add unique floating dialogue to reinforce it as well, maybe even a check to see if you have aliens as part of your group: “Have you heard Gorton speak?” “Join the Anti-Alien League to preserve our purity.” “I joined the Anti-Alien League to make a difference.” Aliens present in your party: “Alien loving scum!” Aliens present in your party: “Alien sympathizers are the worst kind.” Aliens present in your party: “You and aliens are a cancer to Taris.” Regardless, leaving them as is doesn't really add much but kind of takes away from the experience. Black Vulkar Base Extension: FYI Minor bug: having already gotten the swoop accelerator, the added journal quest note stating you have the pass is irrelevant. Essentially there is no way to complete this so the entry persists even after Taris is bombed. BTW Minor Change: the malfunctioning droid that you can repair that will then “patrol” really needs to patrol not just wander a small area. It should move along the corridor of doors along the spice-lab side; moving all the way down to the end and back. That way the player can use the strategy of using a stealth’d character to wander down and open each door in turn prior to the droid showing up to clear the rooms out. The way it is currently, it doesn’t really do much. As much as I appreciate a new area to play that offered a decent challenge, I can see why this was cut, as it makes no sense at all and is superfluous in nature – I’m kinda wondering whether it was worth not being able to finish the arena and bounty quests, to be honest. Essentially, by the time you get down to the level, you’ve probably already taken care of everyone in the upper level and probably retrieved the swoop accelerator from the garage – like I did. So getting the spice from the lab, and trading it to the mechanic, is kind of pointless and not to mention, odd. First off, his hands are freakishly big and that puts me off as I immediate see this and it breaks the illusion / immersion created for the game. Also, the fact that you need to infiltrate into the lower levels of the base in order to talk to him to get the pass card, well, that just makes no sense as clearly you don’t need his help anyway. It’s especially odd if you’ve pretty much wiped out everyone up until that point and then you walk into the rec room where no challenges you’re presence. Not sure what was restored and added, but I repeat, I can see why it was cut . For this to work and be more logical, you need to change a bunch of things. One, you need to move this mechanic – along with changing his body model or something – so that he is now in the cantina looking to score spice; not in the Vulkar rec room. You will probably have to change his dialogue, as in, record new dialogue along with re-record (edited) dialogue he may already have; then again, maybe what is there will work just fine – I didn’t pay too much attention to what he said to be honest, and I can’t recall his name either. He will mention that he is willing to provide you with the pass card so as to get into the garage area of the base in exchange for spice – and he wants a lot of it, like the uncut block / package a dealer would get, as he plans on getting out of Taris for good. However, for this to work you will need to make more changes: - You will need to add a third (or is that second?) way of getting into the base, one that is more expedient in getting you to the Vulkar base garage. Though spatially perhaps a bit of a stretch, there is a door at one end of the Swoop Platform that is guarded by 2 Sith Soldiers. What I would do is alter this so that the door leads to the Black Vulkar base garage level, with the Sith guards there to keep the peace as it were. They may lament that they are being wasted on guard there, but the idea is that the Sith know how important the race is to the locals, and know making sure it goes accordingly is good for their occupation of Taris. Pretty sure there is a sealed door in the garage that may or may not have a turret guarding another door that can be used to make the link. Like the Undercity elevator, the Sith will check to see if you have a pass card in order to enter the Black Vulkar base swoop bike to track service elevator. - On trying to retrieve the swoop accelerator, the Black Vulkars in the garage should as usual, turn against you if you do not accept their counter offer. The rest of the Vulkars will ignore you assuming that you are a mechanic. Only in certain situations, where you trip an event – like breaking into the spice lab and either failing the dialogue checks or deciding to kill them – will the entire base turn against you. Or to keep it more simple, if you haven’t gone one of the other ways in, then the turrets on guarding the elevator down will trigger the alarm (so to speak) and everyone will turn against you. - Add an event to one of the empty apartment rooms, where you stumble upon a drug deal going down between the Black Vulkars and some of the Hidden Bek. Along with adding more “grey” to the situation, in clearly some elements of the warring gangs are in league with one another. It also provides you with a package of spice without having to actually infiltrate the base to acquire it from the lab – you can, but, the spice package there should be more of a bonus. As the Vulkars tend to be aliens, you can use them for the cutscene dialogue to indicate that you’ve seen more than they are happy to let you live with – their complicity with the some of the Hidden Beks in steeling some of their own spice to sell to them – prior to attacking you. - On getting into the base via the spice-route, if you make your way through the base you should be able to come across the mechanic in the rec-room where all the other mechanics are off their faces on spice – you’ll need to change their floating dialogue along with adding new dialogue for the bartender who will lament at the craziness going on and how no one is buying drinks on account of the spice. If you really want to add something special, you would add some dialogue via a cutscene for the group of Vulkars outside who have realised that all the mechanics are high and have put things together in regards to the missing spice that members of the gang had taken in order to sell to make money on the side. They think the Mechanic stole it and are about to go in to make an example of him. You can stop them if you like, and then use the fact that you did so to get the Mechanic to hand back the spice, wait for them to kill him and then go in and kill them, collecting the spice, and a third option, kill them before they do so and then going in and threaten or kill the Mechanic for the spice in order to get it back along with dark-side points. - Lastly, you will need to add / modify dialogue and checks for Mission. If you did the above, then it would be possible to essentially finish Taris without ever adding Mission and Zaalbar to your party. So in order to change this, you need to script it so that the Mechanic, will only appear because Mission will take you to him after you’ve helped her save Zaalbar. Essentially, she then allows for two ways into the base, and as you can find Zaalbar relatively quickly without having to do all of the Undercity or sewer system, you can then head on up to the cantina if you have the spice already, and cut a deal with the Mechanic. This ensures that you have Mission along with Zaalbar in the group BEFORE this option can be triggered. Some suggested dialogue for Revan and Mission if you have the spice in your possession: Revan: “So Mission, you seem like a… fun girl. Have you ever tried spice? Mission: “Spice! I never touched the stuff but that shutta Lena seemed to live off it…” Revan: “Do you know anyone who’ll buy it, and buy it big?” Mission: “Maybe this slime-ball I know, a mechanic for the Black Vulkars. Usually spends his time in Javyar’s Cantina in the lower city. I only know because the scuzbucket came on strong one night in the cantina. Before Zaalbar came along and threatened to rip his… *limb* off if he didn’t leave me alone, he said that he had as much spice as a Taris girl could ever need.” Revan: “He doesn’t sound like he’s buying, more like he’ s selling,” Mission: “He’s a mechanic for the Black Vulkars. He’s a little man who likes to talk big when he’s had one too many Tarisian ales.” Revan: “Mission, I need to meet with him as I think I have something he needs that’ll get us into the Black Vulkar base.” - Mission – Zaalbar NOT saved: “Yeah… Look, I’d be happy to but first you gotta help me get Zaalbar back. You promised!” - Revan – Zaalbar NOT saved: “OK. A deals a deal, we’ll help you get Zaalbar but you have to keep your side of the bargain, Mission.” - Mission – Zaalbar NOT saved: “Thanks, me and Z will be glad to help once we get him back from those sewer smelling Gamorreans.” - Mission – Zaalbar saved: “You got it, he should be in the cantina right about now. We should head to Javyar’s to speak with the slimey worm.” Spice Trafficking: The spice trafficking angle addition to the game I think is something that can be expanded upon and really add a good deal to the greyness of the game world. At the very least I would make it possible to sell any surplus spice to at least one NPC if not more than this. Also, Davik’s base has a spice-lab, yet, NO spice! I would add another opportunity to collect spice here for later re-sell; perhaps 2 parcels this time instead of one. All up that would make 4 parcels to offload to potentially 4 different contacts on 4 different planets out of 5 possibilities: - Dantooine: Shuma the Hutt seems the obvious choice here as it seems this character isn't used for much. Also, Shuma is cut off from his business dealings and would be open to a little spice trafficking to make some credits in the meantime – turn a bad situation into a profitable good one. This is the hardest to offload at a good price, because Shuma has to build a network to distribute the spice on Dantooine whilst doing it all under the noses of the Jedi. Also, you need to be a very persuasive talker to drive a hard bargain with Shuma – however, there is perhaps the possibility of blackmailing Shuma later by suggesting that you will inform on him and that the Council will believe you over him as you’re a Jedi. - Tattooine: Motta the Hutt is the obvious choice here, and is unlikely to allow any other players into his market. So, this is the main contact to offload the spice to. Being a Hutt, it will be a hard bargain to strike with the Hutt, however, obviously the Hutt knows that the spice has dried up and that you can in the interim, supply him so that he can cater to his patrons – worn out miners. Though, perhaps an intelligence test for dialogue should be in place, to reach an option of getting what it’s worth – because the player is smart enough to realise they have the upper hand in the situation – along with another persuade dialogue choice test to see if you can get even more out of the Hutt. - Tattooine - Alternative: another option is Griff, the schemer and con-artist, who says he knows some guys who are desperate to buy – makes the claim that the only other person is Motta who will buy it and he will pay half of what he can get for it. If you give it to him he then disappears, later, you can come across his body on Tattooine – or elsewhere like Korriban, but as long as it is somewhere appropriate like a back alley or secluded area. You can go with either him having overdosed on spice or having been robbed and executed due to the spice. To avoid any required Mission dialogue, you can have a check to make sure that she is not present; once he is spotted and examined, he should never appear again for similar reason. Or to be really simple, he just never shows up again having ripped the player off and leaving Mission behind again – this will of course affect the Taris ale quest. The downside to Griff is that there is NO recorded dialogue for this; not that it’s a big deal for such a small part of the game that can have a BIG end impact on the player. - Kashyyyk: there is no Hutt here I recall, however, there is Czerka. They use the spice in order to subdue and placate the enslaved Wookies – apparently once they get a taste, they go made crazy for the stuff. Their main supplier drying up – a front pharma company for the Exchange – means that they desperately need spice for their Wookie slave operation. They should provide the best remuneration for your efforts, in that for them they are willing to pay any cost in that the Wookie slave trade to them is far more valuable and they need to keep it going to remain profitable. The negative here is if Zaalbar is present he will not like the idea at all, who can have a wide and diverse conversation with the player on the account that he has all the recorded dialogue he needs. The idea here also is that the Wookies are “natives” who are being taken advantage of due to the (human) outsiders and their self-indulgent diseases; kind of like how various aboriginal societies became destroyed once colonists arrived bringing with them alcohol. Something for Zaalbar to go on about at least along with the obvious angry rant about helping Czerka keep his people enslaved – you may wish to have this part of the discussion initiated after the sell, where you give various options via dialogue, one being to inform Zaalbar that it won’t come to that, implying you wanted their credits but plan on taking Czerka down in the long-term. - Manaan: the obvious choice is whoever runs the cantina, however, that is too obvious. I would go with the hotelier Ignus, the proprietor of the Visitor’s Hotel. He sells spice under the front-desk counter to his hotel guests, some of whom have discerning expensive tastes – spice. Downside is a lack of recorded dialogue, but the upside is that I don’t think it would matter all that much. You should be able to get a descent price from him, and persuade him to pay even more – his hotel seems a little empty, perhaps it’s because he no longer can offer his guests what they really need and want from him..? You could add a risk in the form of a Manaan security sting drug-bust. Not sure how it would work exactly, as I think due to the circumstances, you couldn’t fight your way out. However, maybe you could persuade or force persuade your way out of it – by persuading, you lose your ill-gotten gains, by force persuading, you get to keep the credits as well. Not sure what the negative is if you fail both, other than being thrown in jail and I’m not sure how you would get out of that without having to script a lot of stuff like a trial. Perhaps instead you also need to bribe the person arresting you by paying a “fine” of say 500 credits; or whatever you have in way of credits if you don’t have that much. - Korriban: Mika Dorin the Rodian running The Drunk Side cantina (or his partner Ziagrom) are the obvious choices due to the cantina; Mika would want to offer spice to his diverse patrons ranging from bounty hunters, assassins, smugglers and Sith. He can also freely do so as the Sith don’t care as long as you are not selling it within the Academy. This means that you can get a fair price for it, perhaps more with haggling, but there are more suppliers for Korriban due to the high number of smugglers; so, the loss of Taris as a supplier will be less heavily felt. Maybe another option is to add some dialogue to a Sith Archaeologist, who will pay you more so as to provide spice to the Sith apprentices who once have begun their training, don’t get to go outside and visit the cantina on a regular basis any more – and get strung out because they can’t feed their habits. This will net you more credits, however, the Sith have a strict no spice policy within the academy. That means that the risk is huge, especially if you tie it into the other students being able to potentially blackmail you latter; the flip side might be that you can bribe one of the students with the spice in order to get the upper hand in passing the trials there. I would also add a contact / opportunity on Taris to offload one of the parcels for a quick sell – maybe the Sith at the cantina want some for their party, or, one of the Tarisian nobles is willing to pay for it with some “pocket change” from their deep pockets – however, doing so means that you end up only getting half to a quarter of what the package is potentially worth. The idea is that Taris is a major producer and supplier of spice, not the only place it is made, but a big player in the market – maybe due to Davik being part of the Exchange. Once the Sith bomb the place, this ends up cutting the supply to the galactic market – or at least to certain planets due to trade routes. This means that the current demand for it is under-supplied, and that means, that the price of spice goes up! In time the demand will be filled by other producers within the region seeing an opportunity to aggressively expand on their market share. In the meantime, the player having accumulated these packets of spice, is in a position to make some quick credits with a little risk attached and dark side points as well. Making the changes I suggest for Taris, or similar ones with similar effect, would improve what is currently available greatly. As though it adds new areas to “play” to earn experience points, what it adds via story undermines what else takes place in Taris. If you were to add a spice trafficking element to the game where you need to find buyers of this spice, I think it would add a lot to the game in creating a more grey KOTOR world for the player to explore. It also makes better use of what takes place in Taris, along with, giving another reason for the player to visit other planets in order to complete the Spice Trafficker side-quest. This kind of quest for KOTOR are the ones I am more fond of, in that they start on one planet and end on another; making the game feel far more nonlinear and open-world in style, yet, tightly integrated together without really being so. There’s my feedback. Take it or leave it, up to you .
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Darth Sion final -- for now... With Sion, I made his "good" eye have a cataract. As Kreia says: I always found it a bit odd that Sion could not see Kreia, as it clearly seems like he has one good eye left. I have a theory that all of the triumvirate "Darths" -- perhaps even Nihilus; who at that point was just a spirit residing within his former armor and mask -- are physically blind. They all see via the force -- Sion, Kreia not to mention, Visas (Nihilus' Shadow Hand) -- which enables them to find force sensitives; something I take it Nihilus is big on. The Sith Assassins you encounter on the Harbinger, have been trained by them, in particular, Sion. What they are taught are techniques based upon what Sion has learned in order to make up for being blinded by his power; his power can hold his body together as a vessel for his force-strong spirit to reside in and tether him to the world of the living, however, it is not strong enough to regenerate his flesh back into being living. He is essentially a reanimated corpse, which is reinforced when you undermine his beliefs in the end so that his "faith" wavers and so does the will / force holding him together. His physical vessel, his body, crumples to the ground as his spirit finally departs the world of the living.
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Harbinger last of; these are of the fuel line leading from the Harbinger to the facility...
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Harbinger continued...
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Beyond some future tweaks, I've come to a point where I'm happy with the Harbinger textures:
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The textures that that mod contains appear to be all lightmap texture. Currently, I haven't touched any of these, so, you should just be able to use them with mine. Not sure how it will all look though. I might do my own as well, as I want it to be darker in their without having to make the textures themselves dark. But, I'm not sure, as I'm trying to get various things done so that I can then do an update for people to use. I'm kind of running out of time and want (need) to move on to other things. The rub is is that I know that if I move onto something else, I may not come back to working on the mod for a long while .
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The Sion series continued with a focus on his head... Again, this is a WIP as I am just focused on the skin in that I'm trying to make it more finely textured and less glossy via specular.
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Darth Sion (along with showing Harbinger textures). This is a WIP in that I am just focusing on the skin at the moment; but as I was also working on the Harbinger textures, I thought I'd take some screens and put them up anyway.
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The damage Ebon Hawk textures continued..
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Yeah, I'll do them eventually, but probably after the other Twi'lek female heads. Though, I won't do them exactly like Luxa . Luxa is willing to do whatever it takes to succeed in her life / career -- she is a sociopath. The Twin Suns aren't really motivated by money, all they are interested in is killing -- they are psychopaths. Decided to get around to doing the remaining textures (flickering screens) for the damaged version of the Ebon Hawk:
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Jana is wearing makeup, not just what I added to around the eyes but I also tried darkening areas of the skin so that at least some definition appears in-game. The way the game renders it and probably the use of specular, made it the way it is -- it's not quite that sickly color outside of the game. Anyway, I decided to move on to the aliens for a reason, as what I learn with them I can then inform my technique with the human faces. I lucked out with good source material that I could use; hate to think of how hard they would have been if I had to do them from scratch -- like I probably would have to do with Nar Shaddaa . Still, learned a lot about how to make better skyboxes...
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