Mephiles550

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Posts posted by Mephiles550


  1. 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. 

    • Like 1

  2. screen3.jpg

    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.


  3. 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. 


  4. 12 hours ago, Salk said:

    If the issue is the .utc file in the override, it won't help deleting it, if the save game has already spawned it in that area.

    In that case, the player needs to delete lashowe's .utc file in the override and then load a game before entering the valley where she is spawned.

    For the life of me, I cannot understand how Revanbeta50 can keep believing that the screenshots attached for each help request, with no comment whatsoever, can be of any help.

    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 

    • Light Side Points 1

  5. 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 

    • Like 1
    • Light Side Points 1

  6.  

    2 hours ago, Revanbeta50 said:

    How did I lie 

    Why does everyone hate me here

    calm down its alright nobody hates you here, we're just trying to figure out what you want

    Do you just want the Sith Officers with the new uniforms in multiple colors?
    Or do you want every single Sith Officer to have the new uniforms but only in white?
    Or do you want every single Sith Officer to have the new uniforms but only in white and with Saul Karath's head (the officer in the screenshot)

    2 hours ago, Thor110 said:

    You said no and your screenshot clearly shows a modded game.

    So why don't you tell me? Why did you lie.

    The screenshots he provided are the preview pics on the K1 NPC overhaul mod page, they're not his. That certainly did add to the confusion at first, I'll admit.

    • Light Side Points 3

  7. You can either get Kotor 2 via Steam, which supports resolutions the original game did not have (including 1440p and 4K) or you can play it on the original release or the GOG release, both of which will require external software/modding to get it to support 1440p because games back then rarely even had 1080p resolution. 

    For mods, the restored content mod is very straight forward. The hak pad mod should be installed after it. 

    If you're using the Steam version of the game and those are the only 2 mods you're going to use, just turn on these mods via the Steam workshop, no involved installation needed. I believe the hak mod is on the Steam workshop.

    If you're using a version not from Steam, install the restored mod first, It's been a while but I believe the installer is very straight forward. As for the other mod,  I think you just have to copy the files from that into the override folder in the Kotor 2 main folder.


  8. Have you seen this yet? It replaces most* of the Sith Assassin's quarterstaffs with lightsaber pikes/staffs. I say most because, although its been a while since I used this, I believe there are some instances where it does not replace them. 

    Or do you mean the Kotor 2 version of the Force Pike? Force Pikes can mean a lot of things in all of Star Wars canon, I've seen them as weapons with lightsaber blades at the end and some without.


  9. I've especially been wanting a fix for that Sion fight post-scene for such a long time, that was something that's been bugging me about Malachor forever. So glad to see it fixed! This mod basically covers nearly all the little gripes I've had about the game that I always found odd.

    • Like 1

  10. I had no idea that custom model replacements were possible on the Xbox, very cool to see! I always thought it was texture modifications only. 

    As for translation, I assume that all of these mods only have English text and descriptions, you will need to translate the mod yourself using something like Kotor Tool to change the text from English to Spanish manually. 

    Then again, I am very unfamiliar with how the translations of this game works from a technical perspective. Maybe someone here more knowledgeable about that could help you out with that, but I believe that's the limitation you'll have to work around.


  11. This may or may not be the answer to your problem, hope this helps. Been a while since I installed this mod, but I know I definitely had this issue and this helped it. Really hope someone updates the mod to fix this cause otherwise a lot of people aren't going to get this working and some people won't realize the answer is in a few pages deep of mod reviews.

    Quoted from the BOSSR mod comments section:

    --------------------------------------------------------------------------------------------

    As many people seem to struggle with this:

    -Install this as your very first mod, most importantly before K1R, it'll work with K1R if you install it before K1R

    -Extract the content of the bos_sr_1.0 files. Extracting one will extract the content of each part

    -Extract the patch into a seperate folder

    -Go to the tslpatch data folder of the main mod and open changes.ini with your favorite editor

    -Replace all / with \

    -Do the same for the changes.ini in the tslpatchdata folder of the patch

    -run the installer for the main mod, it should run through without throwing any exceptions

    -do the same for the patch

    -install k1r and all your other mods

    --------------------------------------------------------------------------------------------


  12. Although this is something I've wanted for quite some time, idk who you'd get to do it. These are probably super hard to make.

    I imagine it would take a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time. 

    Plus I feel like only a few people out there would know how to get the Kotor CGI art style just right. The modern M4-78 videos are a good example, and the following is an example of someone who nearly nailed it:

    Plus I personally think the Coruscant mod needs a big overhaul. Seeing reused modules in between the same game gets kinda tedious, It's part of the reason why I'm not really that much into mods like Brotherhood of Shadow, despite the excellent technical work behind the mod. It's just jading to see the exact same location twice in the same game, just changing the module textures from light blue to dark blue to try and sell it as a brand new place ain't gonna cut it anymore for me.

     I've been thinking that a CGI landing/take-off video should wait until a new unique landing module has been made. Since porting modules in-between games has been something happening in Kotor modding more recently, I think a decent compromise would be using Davik's estate from Kotor 1 as a landing site for some building on Coruscant.... although idk what for, it's a cool urbanized landing area. That's just one idea however. I'd be cool with an overhauled Coruscant for Kotor 2 basically being half Taris modules since Taris isn't in Kotor 2 anyway.

     


  13. Cool idea, but it'd probably be only appropriate for the Red Rakata tribe. The other Black Rakata apparently lost the technology the ancient Rakata had.

    I would actually like a mod that replaces all Black Rakatan vibro weapons with basic long/short swords and quarterstaffs. It would also help with the accurate vibroblade mod cause the Black Rakatan are the only enemy iirc that dual wield with a vibroblade in one hand, and a few of those encounters are scripted without a UTC to edit for it. 

    • Like 1

  14. The Aspyr version of Kotor 2 has a few shader issues not present in the older versions of the game. This can be seen often with lightsabers hilts appearing to be missing their textures, but some older texture mods clearly reflect this change as well as they will not appear correctly.

    This mod is an example of one I recall having issues with the Aspyr version.


  15. Fantastic mod! I can't believe I never noticed this until now, but the Manaan docking bay and the Yavin station landing pad are basically 1:1. Even their cargo box layout is the same now that I'm paying attention to the ebon hawk landing video. I thought you were joking about the areas having the same architect cause I thought you were referring to how you just spliced the Manaan hangar into the Yavin station and reskinned it, but Bioware seriously just redid their exact same work with Manaan into the Yavin cinematic. 

    I appreciate the attention to subtle detail you added to make the Manaan hangar look closer to Yavin's landing pad, such as adding the cables on the ceiling. Not sure how you did that, yet I'm very impressed anyway. 


  16. I was really hoping someone could make a mod like this. A lot of mods really would have benefited from being restricted to single characters, especially appearance mods that make no sense when used for different characters.

    Thanks a bunch! I'll try it out later when I get the chance. I'm guessing the UTC files are just to give the character the feats? If I choose to not install those but still add the feats.2da file, will I be able to edit my own UTC files in Kotor Tool and add the new feats to the characters myself?

    • Like 1