Mephiles550

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Everything posted by Mephiles550

  1. 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.
  2. I did something like this for personal use back when I was new to MDLOPS and I stopped after getting about 2/3 of the way there. I got lazy, lost all my mod files and never got back to it again. This is a permanent addition to the game, thank you so much! I was really hoping someone would do this!
  3. Question about Kotor 2 for Switch and TSLRCM:
    I believe that the Jedi Padawan (Kaevee) you find in the Dantooine sublevel controlling the laegreks has her lines recorded by a fan and was not content technically restored.

    If this is going to be included in the Kotor 2 "DLC", how will crediting work? Is the voice actress aware of this situation? 

    And if this is not a problem, would it be too far fetched to then say that M478 could have been added to the Switch game despite the quantity of fan recorded dialogue? 

    1. zbyl2

      zbyl2

      m478 will never be added to switch 

  4. 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.
  5. This is a really cool mod, great idea
  6. You guys think that Disney's pumping out just too much Star Wars stuff at this point?

    They're making a new show based on Andor from Rogue One and I just don't care anymore since they've got like 6-7 other series coming out and more movies about to come out. I've lost so much interest in modern Star Wars, not because it's necessarily bad but because there's so much of it. It's OK to take breaks now and again.

    1. DarthParametric

      DarthParametric

      They need to be constantly pumping out filler material for Disney+ in order to keep people subscribed. Hence the string of Star Wars and Marvel TV shows. Quality is well down the list of their priorities. The only way they'll stop is if the financials stop making sense, as happened with their Star Wars theatrical plans.

    2. djh269

      djh269

      Whilst I am a nerd who can never get enough content, I'm missing independent movies sometimes. And TV series that have original concepts. Whilst I'm not bored at this point in time I can completely understand why some/alot of people are getting bored of it all.

      Disney acquiring both Marvel and Star Wars is a gift and a curse. We'll get a lot of exposition, but disneyifing everything will get very boring soon.

    3. VarsityPuppet

      VarsityPuppet

      You know what they say about quality vs. quantity...

  7. Did the Ancient Sith Species have any hair at all before the arrival of the Dark Jedi exiles on Korriban? "Sith purebloods" is a concept that I keep seeing both with and without hair on their head, but I usually see it referring only to members of the Sith species who are bald. IDK the lore of TOR, so how does this work?

    1. Nevrius

      Nevrius

      If I remember correctly, the very ancient Sith Purebloods - prior to Ajunta&co arriving - didn't have any hair. The hair only came thanks to interspecies relationships.

      These ancient Sith for the most part also only had three fingers on each hand, if memory serves right, but don't take my word on that one.

  8. 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.
    Permanent addition to the game, it blends in perfectly with the Yavin Station. This is what Bioware should've made the Yavin IV module like. I hope you'll make more module additions/enhancements like these in the future!
  9. I would appreciate that if you could, thank you!
  10. Just became aware of this, looks fantastic.
  11. 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?
  12. 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
  13. I am really impressed that you also reskinned the corpse model, good job remembering that. This mod looks terrific! Would you ever consider making a version of this for the Sith Commando from Kotor 2 (The Sith soldier you see in Malachor V)?
  14. 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.
  15. 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?
  16. 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?
  17. 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.
  18. 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.
  19. Has anyone seen this Ebon Hawk animation?

    This is genuinely amazing

    1. Thor110

      Thor110

      That's awesome! Time to make Yavin IV a planet! I jest. 🤣

    2. Mephiles550

      Mephiles550

      Honestly I kinda wish the old Yavin IV mod got a modern take to it, it didn't age well at all.

      It doesn't need brand new modules, but boy could it use a better story behind it and scripting. The beginning is a perfect summary of how whack the mod is, Suvam just flies his ship through the hills lol 

      It was ambitious for back then, but definitely flawed.

    3. Thor110

      Thor110

      I still haven't played the Yavin IV mod or many of either games mods and I really should try to find the time to do so.

    4. Show next comments  6 more
  20. @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.
  21. 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.
  22. It's always great when someone makes mods that correct the geometry or spawning issues seen in Kotor modules. This one bothered me for a while, thank you for fixing it!
  23. 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.
  24. 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?