Mephiles550

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Posts posted by Mephiles550


  1. The plot of this movie is that the Rebels are trying to steal the Death Star plans, right? I hope that they include maybe a few reference to the first Dark Forces level. Ya know, the level where the Death Star plans were stolen by... Kyle... Katarn?

     

    I miss him already. ):


  2. I loved this episode. Maul's introduction and absolute domination over nearly everyone, the new Inquisitor, Ezra's introduction to the dark side and especially the emotional fight between Ahsoka and Vader created a perfect finale for this season. I love this show and I can't wait to see more in the future. That said, I couldn't help but notice how some people here have responded to how Malachor looks like. We went from the classic crumpled up mess of a planet that more resembled a compact meteor field into a more generic looking planet. Ya, it's quite obvious that one of these things looks nothing like the other. Even the older & whole version of Malachor shown in TOR didn't look like this.

     

     

    Oddly enough, I thought that Oosalon's surface looked a lot more like what I would have expected from Malachor, what with the dark sky, cracked rock floor, stalagmites, lightning and all.

     

    oosalon-mesa_fde764ce.jpeg?region=0%2C49

    That's pretty much exactly what Malachor looks like in TSL... What happened?

     

     

     

    I thought this was a bad change at first, but considering how the planet is referred to throughout the whole episode as Malachor and not Malachor V, I'm assuming that this is just another planet in the Malachor System that was controlled by the Sith while not undergoing the damage that It's TSL counterpart endured during the Mandalorian Wars. There's another problem with this theory though, All of the stone bodies we see of what I'm assuming are all former Jedi and Sith that were fighting in some War, likely the Mandalorian Wars again. If the Mass Shadow Generator didn't turn all of those people into stone, what did? Or was that even a side effect of using the Mass Shadow Generator. Maybe the Sith pyramid that Maul said was also a battle station had something to do with that. We still don't know what it's capable of.

     

    Design wise, I'm really liking how Malachor's new surface looks. It's a beautiful and surreal flat landscape with Sith Pillars that somewhat resembles Stonehenge to me. It has a very dream-like atmosphere. 

     

    Some of my critiques are small and relate mainly to how lightsabers were incorporated into the episode. Were you especially interested to see how the Green Crossgaurd lightsaber would be implemented into the whole thing? You got a 2 second clip of Ezra holding the thing and that's it. Maul's lightsaber was wierd. It looked like a broken 1/3 of an Inquisitor saber with a boring design on the opposite end. What happened to the Black Saber? They should have made Maul's lightsaber a double blade with one end being the Black lightsaber and another being a red saber. What a waste.

     

    The worst part about all of this was the stupid saber-copters. I've seen people predict this as a joke earlier on in the show and I can't believe that they actually put it into the show. Seriously, when the Eighth Brother tried to escape using his lightsaber and it broke on him, I must have laughed myself into a coma seeing him fall. This has to be the dumbest idea the whole show has pulled so far. -1 for inquisitor respect, +2 for comedic value. :D Regardless of his laughable exit, I think that the Eighth Brother lived. We've seem how long falls pretty much kill no force-wielders. It would be a waste just to kill him now anyway.

     

    As for the Holocron, My bets are that it'll show Darth Revan. Kreia/Traya would have made more sense, but Revan's Popularity is something that will be easy to exploit.


  3. Probably the best Korriban textures I've ever seen. That skybox is breathtaking.

    I'm getting a Majora's Mask feeling just from looking at it, especially with that circular/spiral texture you used for the walls. :D

     

    Your evil Bao-Dur also puts Darth Maul to shame. 


  4. What about accepting donations under the guise that this is a remake of a Star Wars game? Seems a bit unethical, no?

    I suppose it is a bit unethical, yes. Legal, IDK.

     

    Wrong. It's still infringement. 

    So no one could make a fan game using the Star Wars name? What if someone made a fan game for Mario or Sonic  the Hegehog(which there are plenty of)? Would that all fall fall under infringement?


  5. Thank you all for your help and suggestions. For now, I'm just going to make my current PC's head as the one in use for the mod's entry in the appearance.2da. If I start a new game with a different male head, I'll just change the number. Until I find a better, more permanent fix that doesn't involve having to edit files each time or needing additional items besides the armor itself equipped to get it to work, this will do for now.

     

    I'm using this mod as a template now. It's much easier to work with than other Bandon-style armor mods. No transparency issues as well. :)


  6. I've always wanted to be able to wear Darth Bandon's robes in Kotor, especially since the armor on his corpse was just a lame combat suit reskin. There are actually several mods out there that make it possible to wear his armor. Problem is, not a single one of them works. At least, not for Kotor, and not without replacing anything or being buggy in general. TSL hasn't been to problematic in the past.

     

    I don't have this problem for TSL because there is an armor variant, which is the armored flight suit model I never use, that I replace with the Bandon armor model and I don't recall having transparency issues. I don't really know for sure though, as that was a couple years ago since I last tried to mod the armor into TSL.

     

    As for Kotor, I've never managed to get the armor to work the way I've wanted to, so I decided to give it a try now. The mod I used was the most well known Bandon armor mod, This was the best I've gotten towards making the model actually work without replacing an already existing model.

    bJYVzrj.jpg

     

    Actually, the best results I've had were having both my PC's head showing on the armor, but the head would vanish once I entered a new module. I didn't take any screens of that though, and I'm not sure how to replicate it again. 

     

    This doesn't even take into account transparency issues. TXI files never seem to work all of the time, as some modules will make the armor transparent while some don't. In fact, the transparency issue is probably the second biggest problem I've got. Say I replace some standard robe model with the Bandon armor model, which I've done before; after having to copy and rename missing essential model files that were already missing from the mod in the first place, the armor textures always come off as transparent. I'm not going to turn off any alpha shaders. That just makes the armor look butt-ugly, but the TXI files don't seem to be doing anything.

     

    I'm pretty sure that the only way to get the results I want is through some tinkering with the appearance ands heads 2da files. The modifications I've done to said files are what you see above you. I don't have  the edited files anymore. I deleted them along with the Bandon mod files and went back to my backup 2da files instead. I used the "test" row, the second row, as my base for the mod's appearance.

     

    I'd prefer the armor to be stand alone and not replace anything, but if need be, I can replace the Star Forge robes model or maybe even the Iridonian yellow space suit model from Manaan if the head won't present an issue. If someone could guide me as to how I could add this armor properly in the game without transparency, and preferably without replacing anything... 

     

    3570-that-would-be-great-bill-lumbergh-o

     


  7. I'm sorry, I may have worded that poorly/inaccurately. When I said "permission", I really just meant a lack of notification from the original content producer. In reference to my original comparison, the Streets of Rage Remake was allowed to proceed into it's final version with some old betas released in the progress. Sega showed no interest in it, but when the final version of the remake was released, Sega told the remake's developer to cease distrubuting the game, less the remake team want to face any more issues. 

     

    Aside from actually finishing their game, what also happened, I think, was that the remake team was asking for donations to complete their project. That's an immediate red flag; I don't believe any profits or revenue from donations can go into the making of a fan product when it's based on an already trademarked IP. Wouldn't that could be considering profiting off of the original IP?  The Kotor Remake's website, while saying they won't currently be taking donations, said that they can. Kind of vague, but still.

     

     

    I don't really have any faith in this remake being complete any time in the future, legal pressure being a factor or otherwise. The project's goal is just too massive. Regardless,  what they're doing is probably legal, but just barely. It wouldn't surprise me if the project developer(s) got a C&D anyway. 


  8. Anyone fans of Sega? The same thing that happened with the Streets of Rage Remake will likely end up happening here. The developers have permission to proceed, but If this remake is finished, and I doubt that will ever happen, then it'll get the C&D card quickly.


  9. Pazaak is not hard or easy, it's all completely lucked based. I call bullshit on anyone who says the game requires skill. Every time I beat someone at Pazaak in Kotor/TSL, It was because the random card draw favored me or I had a good side deck because I forked over the credits to buy the cards. The same applies vice-versa for my opponent. 

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  10. Not all texture mods are equal. Many may have files other than merely TGA (or DDS) files and that could affect other things. For example, files that affect the dialogue TLK or appearance.2da files that don't utilize TSLPatcher. Refer to the compatibility lists for initial information (for KOTOR (K1R) List, for TSLRCM List).  Post in the relevant threads (for K1R section, for TSLRCM section) if you can't find enough information.in the Compatibility Lists.

    Hell, I've had times where I couldn't merge 2DA files when utilizing the TSLPatcher. I always hated that because I knew that would mean I would have to waste another 5 minutes just to modify my Appearance.2da file to be what the TSLPatcher should have made it in the first place.

     

    Thank goodness for the 2DA merger tool. 


  11. Excessive use of high res textures may cause your game to crash depending on whether or not you're using the 1080p patch and what your Computer's build is. This is especially the case for the first Kotor game, but less so for the second one. I ran both on 1080 resolution using Flawless Widescreen.

     

    My override size for Kotor 2 is 2.75GB. Along with the other files I have in other folders that came with the NPC overhaul, M4-78 mod and TSLRCM, I'd say that puts it all at 3GB, give or take. I download mods for Kotor 1+2 from all types of different websites, some mods being days old and some being a decade old. I sometime have to make things compatible or try to rip out the compatible parts from incompatible mods. It can be somewhat annoying, but that shouldn't be too much of a problem for you I'm guessing.

     

    If you're planning to install the Weapon Model Overhaul for the second game, know that the only working version for Kotor 2 is an incomplete Beta. Several models aren't included, and the texture rework for the mod barely works with the Kotor 2 beta due to various reasons.

     

    I really don't understand how anyone could get higher than 3.5GB for their override folder for either of the Kotor games. 3.5 was the highest I ever had for Kotor 1 and I had so many different large mods installed with my own self-made compatibility patches. How many types of mods are you people downloading? XD

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