Mephiles550

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Mephiles550 last won the day on April 18 2023

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About Mephiles550

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  1. I find it really interesting how in this beta screenshot of the Korriban academy, there is an open area in the background which is otherwise just a static door in the final game. This area is included in TSL, it's the small area you receive Thorium charges. I believe it's supposed to be some kind of library. There is another static door close to the one in question which also leads to an actual location in TSL, another set of barracks. It's seems that the the academy library was included in the early build of Kotor. It's also possible that the barracks nearby in the other static door led to the previously mentioned barracks as well, but we have no definitive proof of that. This is a really far fetched request and one I'm not expecting to realistically happen, but it would be so cool to see these areas restored somehow to the first Kotor. IDK how, ripped and rigged (for a lack of better wording) from TSLs module onto Kotors. If not that, then something made from scratch. Even if nothing comes out of this request, it's nice to just let people know that the Korriban Academy actually had cut content that was restored in TSL, ironic for a game with so much cut content itself.
  2. For what little input I can suggest, my plan for Yavin 4 in Kotor in my head was to just use ported Dxun modules Thor110 provided and do the planet kinda in reverse. Using repurposed TSL modules in kotor as 'new' levels feels like the modern equivalent of just reskinning old Kotor modules. If you could get permission from the animator, you basically already have the Yavin IV Ebon Hawk animations made. IDK what you'd do for the temple hangar, here maybe get creative and imply it landed somewhere off screen like how it works for the Yavin Station in the vanilla game. You work your way from all the Mandalorian Base (abandoned military settlements around the temple), go through the two main jungle areas (remove the original TSL Ebon Hawk at the end of the first one), go the the temple exterior of Exar Kun (Freedon Nadd's modules) and fight a spirit of Exar Kun inside his (Nadd's) tomb or something. For some variety, the weapons caches could instead lead to a hidden modern Sith Base or something that's being used for... nefarious deeds or something. The Holocron toolset lets you create custom Sith bases, right? That could add some extra variety and more quests. This is just some brainstorming I had on a rainy day. I'm also a big fan of the cut Kotor modules, the cut Kashyyyk level and the cut Tatooine cave would work good for some kind of story relevance, the latter especially towards providing more hints about the Infinite Empire or Rakata If you include the weapons cache with the droids (it feels so out of place I'm almost convinced it's just a repurposed old Tatooine Anchorhead module), combining all Dxun modules, a new Sith base and those two cut modules, that's 8 or 9 modules, something like that. On par with planets like Kashyyyk and Malachor in terms of length maybe.
  3. I would absolutely love if this could be uploaded as a modders resource for either Kotor 1 or 2 Sithspector is making everything from scratch so this wouldn't be part of his mod. It would be a good module to tinker around with
  4. Those animated flags at the beginning must've been a pain to get right! Such a subtle detail but probably one of the most painstaking ones
  5. Yet another mod from WildKarrde that I never knew I needed, but will never remove from my override folder. well done, as always
  6. This is all so incredible, I never thought this would be possible. I'm curious, how well does the HK50 factory play now? I know I've seen old gameplay builds where cheats were used on XBOX to go to the cut HK50 Telos modules. They were mostly complete, just with text issues and missing dialogue strings, etc
  7. Thank you so much for editing the appearance of the Leviathan doors, the new unique variant you provided is miles better and helps make the area feel more original.
  8. I thought that particular bug was familiar thanks for the link!
  9. Very good point, I should've also mentioned that. Iirc years ago this problem was maybe more complex than the utc file and idk what I did to fix it, guess that's why I forgot to mention the need to use an older save anyway, not like it matters since its required anyway And yeah I don't even bother going through the proper steps with him anymore lol I just try to do whatever to help
  10. I swear this happened to me once. I think I fixed it, but it was a long time ago. Do you have any UTC files in your override with her name? Maybe try deleting it. Check to see if you have any files that are scripts named after "kor36", that's the module name for the Valley of the Dark Lords map you're in. Delete and backup anything that looks suspicious If you're not able to fix it, just take the L on this quest and load an older save prior to starting this quest, or just let her keep the holocron
  11. Have to say, this has been immensely convenient for me. I've been dabbing in the BOS modules in the Holocron Toolset and I suck at remembering the modules so I can load them in-game.
  12. If you use the brotherhood of Shadow mod, what happens if the keep Sera Degana with you all the way to meeting Bastilla on Lehon and add her to your party via the dark ending? Bastila and Sera use the same character select slot.

    1. LordMerek

      LordMerek

      Shouldn't she use Juhani's character slot? Or does this assume you've killed Bastila? Because in a Dark Side playthrough the chances of killing Bastila are lower than killing Juhani. Usually. Depending on what you are doing.

    2. DarthParametric

      DarthParametric

      To answer the question in regard to party slots, you cannot add an NPC to a slot that is already filled. The script will simply fail. If it was supposed to perform additional functions after trying to add the NPC, then those will probably break. One would hope that some failsafes were built into the script to avoid that, but you'd have to look at the source.

  13. IDK if this is what you're referring to, but I use ERFedit to open MOD files But besides that, couldn't all the warp codes for each Kotor module be found online?
  14. It's been a while since I did a full light side playthrough on Kotor 2, but I was wondering how feasible it would be to make a mod where the cutscene showing Traya being thrown into the Trayus pit would play at the end of the light side ending? IIRC it's only shown on the dark ending

    I always thought it was fitting for both endings.

    1. DarthParametric

      DarthParametric

      Should be a simple script edit, though you may also need some DLG editing to have it make sense. Although from memory even in the DS ending the tossing her into the pit thing kind of comes out of nowhere.

  15. That's so nice of Trask to visit his Sith grandpa in the intergalactic Nursing home