Mephiles550

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Everything posted by Mephiles550

  1. Basically I'm using the Brotherhood of Shadow approach where the solution is just loads of explosions and fade to black mid-way through the explosions, just like Hollywood would want. Then when the fade to black is done, the new module loads, you're at the same spot you detonated the charges. Now we have a newly blocked cave and a new tomb that was now "exposed" offscreen, i.e the TSL cave module instead of the Kotor 1 module. I don't think it needs to be that complicated, Kotor was never really creative about stuff like this in the first place, TBH. You could have the Sith students tell you there's a hidden tomb with all types of artifacts and goodies and stuff hidden near the cave exit. They could provide you additional explosives to blow up that area directly as well along with the cave exit. This would be a nice reference to the Thorium charges from TSLs Korriban. You would need to plant explosives at both the cave exit and the area where the tomb would be in TSL, then detonate both at once (and not only one at a time due to obvious reasons). Why both at the same time? lol idk make up a story reason in-game. The actually reason is because there's no module with only one change, it has to be the two new ones (no cave exit, new tomb area) The idea might not be the best, but it's simple and I think it could work.
  2. I have thought about the best reasoning for how a port of the TSL caves to K1 on Korriban would work. My idea is that, after the Sith students escape, you plant charges to blow up the cave exit and cover it up in the new rubble. The idea is that you're essentially covering their tracks to prevent further searches for them by the Sith. The new TSL module variant showing the end of the bridge without the opening will load in right after quick cutscene/animation showing a bunch of explosions at the entrance. The tomb of Ludo Kresh suddenly appearing can be explained with a simple text pop-up saying something along the lines of how the explosion that destroyed the exit and shook/quaked up the cave area so much that the rocks covering the hidden tomb were forced away. If you rescue the students, the Twilek student gives you instructions to plant explosives at the exit with a remote detonator afterwards, rewarding you with additional XP and ligthside points. If you just kill the students, youll find the detonator parts on their bodies and the same idea can be done anyway. This is just a really crude idea of how it could be done, but I think this was allows for a natural transition from one module to another without causing any conflicts. It really is convenient how the rest of the cave is entirely the same besides this.
  3. I saw a few of your vids before this topic was made, mainly your explosive script test. That terentatek mod is perfect at 1.5X. That should be their canon size should have been, I think or close to it. They're not able to take on full grown Rancors but they definitely should be a little bigger than the Rancor youth. That camera view for it on Kashyyyk is also perfect. No model clipping with the angles but it's super close to its open jaw while it roars, a really cool shot! I'd eagerly await a mod for a 1.5x resize version of it. Everything else is incredibly cool and/or a really impressive start to something potentially great. Keep it up
  4. >All swords in KOTOR have Cortosis weaves according to Trask, and can resist lightsabers

    >Proven by in-game mechanics

    >Cortosis is extremely expensive

    >Short swords can resist lightsabers and are worth like one credit 

    What did Bioware mean by this 

    1. Natural Law

      Natural Law

      One part-per million alloying? The Republic reeeally stretches that military budget I guess. (then you remember that gaffi sticks, wook war blades and wooden quarter-staffs can hold up against a lightsaber) 🤡 

  5. I remember seeing a Kotor 1 mod that gave you several force points for your very first level up as a Jedi on Dantooine, but kept point progression regular after that. It wasn't that it just gave you a bunch of points to use for each level up, just the one time.
    Was such a mod ever made or am I losing my mind

    1. ShayOrdo

      ShayOrdo

      Not sure. I mean, there is a 3 feats, 3 Force points mod. 

    2. DeathScepter

      DeathScepter

      well i don't know if there is one but keep in mind that i am not a script guy. I don't know if you know about Tamerbill with his feat mods. You can ask him to do something similar to that

  6. Bruh this is such an awesome idea, absolutely terrific. It did make me think about some stuff I never considered before though From a... realistic? perspective I guess, would something like this even be done? IDK this deep into Star Wars but I imagine that, being an actual enlisted soldier as opposed to a mercenary or bounty hunter, bounty payouts placed on enemy targets would not be applicable for you. Even if you are a scoundrel or scout class, you're still technically an enlisted soldier. AFAIK, an enlisted soldier in most IRL militaries would not receive bounty prize money aimed at ordinary citizens only for capturing/terminating enemy targets while on duty, and Revan's story as both a soldier and Jedi made him on duty for the Republic 24/7. IDK I'm just rambling. Amazing idea but it does pose some questions. I also admit IDK how this would be applicable to anything IRL. Maybe instead of the Republic themselves paying you, you could actually be paid by another organization that has a vendetta against the Sith? Like maybe getting paid by some representative of Aratech or something.
  7. Mephiles550

    NPC clothing M

    "What? Why are you speaking to me? Can't you tell by my clothing that I am of the nobility?" Not before you Tarisian bastard but I can now.
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. Yet another mod from WildKarrde that I never knew I needed, but will never remove from my override folder. well done, as always
  13. 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
  14. 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.
  15. I thought that particular bug was familiar thanks for the link!
  16. 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
  17. 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
  18. 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.
  19. 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.

  20. 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?
  21. 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.

  22. That's so nice of Trask to visit his Sith grandpa in the intergalactic Nursing home
  23. Mephiles550

    TSL MP3 Player

    Very cool idea and I'm definitely gonna use this, but I'm curious about something. Is there a particular reason for the 25 slot limit? Was it just out of personal preference or was there an actual limit you had to deal with when making this mod?
  24. I'm really looking forward to seeing what the future of AI generated voices can do for Kotor

     

  25. I thought all Kotor 1 player models were already included in Kotor 2, even if not used? Is that not the case?

    1. Show previous comments  1 more
    2. DarthParametric
    3. Mephiles550

      Mephiles550

      That's interesting, thanks for clarifying.

      The question popped up after seeing the latest topic about porting Juhani to TSL, I always thought those player models were already there. 

    4. DarthParametric

      DarthParametric

      A bunch of heads got remodelled/re-uv'd, others just got outright replaced, so it's a bit of a mixed bag as to what remains. The most well known example is mullet man being turned into one of the Hispanic male heads.