Mephiles550

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Everything posted by Mephiles550

    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!
  1. I would appreciate that if you could, thank you!
  2. Just became aware of this, looks fantastic.
  3. 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?
  4. 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
  5. 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)?
  6. 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.
  7. 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?
  8. 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?
  9. 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.
  10. 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.
  11. 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
  12. @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.
  13. 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.
  14. 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!
  15. 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.
  16. 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?
  17. 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.
  18. 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?
  19. 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.
  20. 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.
  21. What I'm curious about is how faithful they'll stay to the original game and how many liabilities they'll take with their own reimagining of things.

    Also if this is some episodic type deal like FFVII I'm probably not gonna bother.

    1. VarsityPuppet

      VarsityPuppet

      I've heard that they're reimagining it for a new generation... soo, I'm not getting good vibes from this

    2. Nevrius

      Nevrius

      There is some chatter going on the comms that they supposedly hired an SJW with serious hatred for the OG, but I'm taking these news with a grain of salt, since I find these channels tend to blow things out of proportion more often than not. 

      I'll likely gonna adopt my usual stance for games I'm excited about, but want to see how they actually look (meaning watching playthroughs on YT).

      Honestly, the thing I'm most bummed about is that from what I understand, it's a PS5 thing only, and I'm a PC guy (though someone said it would be for PC too? Can anyone clarify?), and not willing to spend money on consoles which are gonna be obsolete in a few years anyway. 

  22. They're remaking Kotor and it's a PS5 exclusive?

    That's wonderful news. Ain't getting it.

    It's a pain in the ass just trying to find a PS5 to buy anyway.

    Hopefully it'll be brought to PC quickly after launch. 

    1. bendarby24

      bendarby24

      Its also coming to PC.

  23. Has anyone heard anything from Sithspector or how his progress on Sleheyron is going? It's been quite a while. 

    I'm guessing he's just not had much time to work on it, which is understandable. 

    I'll stop inquiring about it permanently if mods want

    1. Sith Holocron

      Sith Holocron

      I sent him a message on another matter and it went unanswered.  If I had to hazard a guess, RL has reared it's head.

      When he does have something to report on Sleheyron, I am sure he'll mention something in the WIP thread.

    2. LDR

      LDR

      Knowing him and his passion for it, I assure you Sithspecter is probably hard at work with Sleheyron.

  24. When you kill Nihilus and Visas looks at Nihilus' face, what do you do differently to have Visas say he looks like "a man, nothing more" instead of "a graveyard world"? Is it random?

    1. TK-664

      TK-664

      Huh? I didn't know about that, I always got the first line.

    2. LDR

      LDR

      There's two dialogue options:

      1) Tell me what you saw. (I saw a graveyard world...)

      2) What did you see when you looked at him? (A man, nothing more.)

      If I'm interpreting this correctly, there's Visas seeing/looking with her eyes, and then there's Visas "seeing" with the Force. I took a look through Kotor Tool (ERFs > Modules > 852NIH_dlg.erf > 852end.dlg), and emphasis is placed on the wording the player uses. Feel free to look at it yourself and give it your own interpretation.