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Posts posted by Mephiles550
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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:
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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
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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.
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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.
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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.
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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.
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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?
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I remember a really cool Vader mod for Kotor 2 that used Nihilus' animations. It was a Vader model from scratch. I don't remember who made it.
Is that the same Vader model ported from Kotor 1 to 2, or is it one of the many Vader model mods for JK3? You've been ported a lot of JK3 custom model weapons to Kotor, so I'm curious. Hard to tell with the lighting
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Glad to see that the new update is out, and way earlier than I expected. I'm incredibly excited to see what the modding community can do with a tool like this. I look forward to playing around with this when I get a chance.
Edit: Dumb question, but is there a way to rotate individual parts/map models on the map builder? I saw you do it in your demo video, but I can only see the option to rotate the camera itself.
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Thanks for the update! Could you clarify a little more about when you said "if you know what you are doing"? Do you mean like converting a MOD file to RIM? Or is there another way? Either way, how would you go about doing it?
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The Korriban tomb modules would be a good addition to the module editor. They follow a similar structure to that of the Sith base by being completely in-doors and share similar linearity. The interior areas of Taris could also work, like the apartments or the lower city. Beyond that, idk what would be similar and diverse enough to be considered without being too complicated.
How would someone add custom modules to for use in the module editor? For example, the cut beta modules like the cut Tatooine temple/cave? Will they all load directly from the game's modules folder?
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I have always wanted to see a module editor like what you're working it. This really could make Kotor modding a lot less daunting for newcomers.
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I'm wondering how Lehon will work for Kotor 2. I assume that the Star Forge is still a mystery to those who weren't either present at it's battle or top Sith/Republic officials. If you make Revan light sided, then Lehon could be a place of mystery, with secrets of the Star Forge lost. If Revan is dark sided, then the Star Forge is still there, just not used and is dormant. It'll be kind of hard to hide that fact, unless it's your intention to make the Exile aware of the Star Forge.
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@ebmarI tried your beta of the mod, thanks a lot! It's definitely a start. The cape is not working properly, which you already mentioned, but even more glaring is that, when Malak falls over after his final sentence, half of his body is clipping through the floor.
Something I was thinking to maybe make it convincing, could a script make Malak's model change the second he "dies" (begins his defeat animation/kneeling after there are no more Jedi to drain)? Maybe accompanied by a small explosion/grenade blast on his face the second this happens to indicate Revan destroyed his mechanical jaw?
That's probably getting into really specific territory, so I'm just throwing ideas out at this point.
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Has anyone ever considered the poetic irony of how good a finish the final boss of Kotor could have had if you hacked off Malak's mechanical jaw, just like you did years earlier with his original jaw? It would be great if the final scene where Malak is defeated and kneeling in front of Revan used his jawless model, a type of "the circle is now complete" moment.
Is such a mod even possible? To switch the models in between the fade out once you've beaten him? I imagine it's not, but I'd like to hear what some of the experts have to think about it. Scripting is out of my league.
I'm guessing his cape animation would also be messed up, I don't think the jawless model has all the right animations.
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This is really impressive! Would you be able to clean the module of any rubish and debris seen throughout the map, though? Idk what parts of that in TSL are just placeables or part of the map itself.
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I am very interested to learn more about the original Xbox's modding capabilities, as there's very limited info available about it. Have you tried any mods that add new modules besides the crystal caves? I would love to learn how Yavin IV or Ord Mantell works.
I also don't know much about original Xbox modding, do you think this would be possible with the tools available today to do this on original Xbox hardware or do you need at least a 360?
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The more I'm looking at it, I'm guessing that @Jango32 was correct and that this definitely feels more like an Early Selkath attempt than anything else. Makes sense, I guess.
Good job restoring what you could. Something I like doing with old games is restoring as much old content as I can and reverting the game to the earliest, yet fully completable, extent possible (Half Life 2's beta started that hobby for me). I would like to see a version of this model with a working idle animation so that I can use it in a "beta build" of Kotor and view it in all it's 480P glory on my 4K monitor.
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I'm really surprised to see that the console port of the game can support mods with such large texture sizes. I was under the impression that the engine itself, despite being on an original Xbox, 360 or Xbone, was designed to not allow super high textures on the console port. I knew that new NPCs and placeables, item mods and new modules (to an extent) and 2DA edits mostly worked, but this is a genuine surprise. I assume this is your Reddit thread also?
Found it when I was looking up what you meant by Kotor "Reborn" edition.
Eitherway, nice job getting it compatible. Where/how did you learn how to add mods to the game on 360?
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Neat find, I didn't know about this.
The red one could be a messed up version of the Devaronian, just without the horns. The clothing also gives that away to me, alot of Devaronians are seen wearing that type of garb (bulky and open upper jacket, too-cool-for-school look, biker gang, etc)
The blue one could be a Gand, It's got the same bug head thing going on that the Gand have. It could also be a Sullistan, but the eyes aren't spaced quite the same. Those feint blue streaks coming down from the head to the torso on sprite also match the same patten of the Gand's breathing tubes seen in Kotor 2.
Both species would be seen in Kotor 2 and some species had model updates from K1 to K2, so it's not a big revelation to think that these sprites were cutouts of older models for the Gands and Devaronians. Alien01's (the one I suspect is a very early Gand WIP) model height could be attributed to how they barely worked on the thing and didn't put time in to provide it with the proper height.
What I find interesting is that the bottom left sprite is a perfect match to that little mouse alien in Kotor 2 (the one in the Nar Shaddaa cantina who helps T3 get into Vogga's warehouse). That means that they must've already had the model finished, but didn't include it into Kotor 1 for some reason.
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My biggest concern is that this game will take the episodic approach, limiting each episode to 1 or 2 planets each. FFVII did the same thing, the first teaser trailer back in 2015 never mentioned the episodic format the game would take. Now it's 2021, barely 30% of the complete remake is technically done.
The game much not be on league with games as legendary as FFVII to warrant such a massive scale remake attempt, but it's still a concern regardless. Please just be 1 complete package, even if it is a massive file size.
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I haven't looked forward to a mod in years, but this broke that streak. I can't wait for this to come out! It really does feel like you're just showing me pictures of a regular area from Kotor, the quality is perfect.
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This may be as simple as renaming a few files, I think. Take any one MDX and MDL file that match in name (for the same item) from Shem's invisible headgear mod, then rename them to the file names you'd like to replace (l_mask_010 and l_mask_080 in this case) I don't know if Shem made the model "invisible" or just completely removed the model but you can definitely replace any mask model with his invisible models.
EDIT: lol @Effixbeat me to it
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That extra music is an awesome step, I think it just needs to have the ending a little more properly timed with the dialogue, it ends a little before he finishes talking. A minor detail that makes a big difference, I think.
I know that this is off topic, but have you considered doing music scripts for other encounters too? That would be an amazing mod.
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kotor 1 and 2 xbox 360
in Work In Progress
Posted
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.