VarsityPuppet

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Everything posted by VarsityPuppet

  1. Just my luck. Just when I'm about to release a large mod, we find a bug that fundamentally breaks the mod and of COURSE it's hard-coded

    1. L0ki194

      L0ki194

      To me, personally, it doesn't matter if the custom sabers aren't doing the blaster deflect animation. (It's a mod, and whenever there's a mod, there's bound to be a bug or two) Though I'm sure some people aren't like me and actually want to have the sabers deflect blaster bolts WITH animations...

    2. MrPhil

      MrPhil

      Ah shit, that's kinda bullshit. Well, at least this is going to go in the Known bug section. But I wonder, should some of these saber be able to deflect? Because I am pretty sure in every saber mod I played before, custom saber were able to deflect...

    3. LiliArch

      LiliArch

      Maybe we could turn it from bug to a feature? :D I'm trying to make a lightsaber that can not be used to deflect blaster bolts at all...

    4. Show next comments  174 more
  2. Thank you for noticing and bringing this up. Indeed none of the new saber models can deflect blaster fire. I'm not sure why exactly. I hope it's not hardcoded because I'm going to cry if it is...
  3. Might be something I'm missing. I'll get back to you on that.
  4. VarsityPuppet

    Requests

    Actually, I think you just have to reload some of the pages a couple of times. You could of course try the way back archive if that doesn't work and nowadays most mods are hosted here.
  5. Eh, unfortunately, looks like the mod won't be released today. I should have a new date by the end of the weekend.
  6. A quick preview of some promo images Here
  7. I'm not going to have the Saber mod out by the 23rd. I'm going to try to have the mod out by the 23rd. There are a few bug fixes that still need to be done and I'm going to have to cut some saber hilts. Don't worry, they aren't the good ones - they're the ones I was making . Some are absolutely of high enough quality to put out, but the others... not so much. They'll be available as an expansion after this first version is put out. But for the sake of completion I must put something out.
  8. A quick video review courtesy of Xuul
  9. The new release will have short sabers.
  10. Yes sir! I've been thinking about the idea of dispersing the sabers throughout the game (so they're items that you gain through the game) but I don't have a really efficient way of doing that yet. Once I do, and once I figure out where to put all of the sabers, that will be a version 2 release. Right now, I'm focusing on condensing the installer, but once that's through, I just have to take (several) screenshots and bug test and we should be good to go.
  11. Send me a screenshot, your baseitems.2da and upcrystals.2da from your override folder. I think that should be enough to troubleshoot the problem
  12. Do you think remapping the skybox might be possible? Good ol' Taina's Replacer. I've always thought that the masks in the game needed some improvement. Sadly, as capable as I am at modeling, I'm not real good at skinning.
  13. The *official* version is slated for a May 23rd release. With all of the hilts I have USM (minus movie hilts), Quanon, OldFlash, select HOTOR sabers, Evasto, DeadMan's Pikes and waiting on a few of Inyri's. The final count should be popping up in a few days (I'm on my Mac now, the updated project files are on my desktop). . I'll also have some time to take a few promo pictures between now and then.
  14. So, on the eve of my final for my Android Programming Class, in order to keep up my skills, I'm wondering... ... If I were to make an Android App based on/related to KOTOR or modding, what would you like to see? Would it be practical to make a modding tool? (How many of you would use that?) A TSLRCM companion app? Something else? I dunno.
  15. I'm pretty sure all of the armor models used the Medium Body Variant throughout the whole game. Maybe Kreia is shorter than everyone else.
  16. Well, at some point, I'd like to (somehow) integrate the sabers into the game. The problem I face of course is that there are 70+ hilts and only so much game to distribute them over.
  17. Well, it's more for supporting add-ons. If for instance, Quanon wanted to crank out a lot of sabers, he could make his own install pack so people could add that do their installation. With this limit, I can't reasonably guarantee that people installing these hypothetical add-ons won't reach that limit and botch the installation. I very well might have to skip the support for add-ons.
  18. I have 61 in the alpha, 74 in my current, personal build, which pretty much covers all of the available sabers for which I have permission. Only missing a few like Kristy Kristic's sabers, a few on Canderis'. If I went and collected as many as I would still stay under 100, but that's reaching the limit. If I changed the naming conventions, I could fit 174, which would give me 100 more hilts to work with than what I have currently.
  19. Short sabers yes, but no specific yoda saber. I've decided not to include movie sabers. It doesn't make sense within the time period of the game. Plus, now that there's a limit, I'd rather save those for new lightsabers.
  20. Well, reasonably, I will hit a point where we simply physically cannot enter any more entries into upcrystals.2da. Fortunately, decreasing the number of unique strings in the 2da helped create a LOT more space. However, eventually, we'll reach a limit. There are still a few more things I can do, but we'll eventually reach a limit. However, at this point, we'll have reached probably 100 different saber hilts. If that isn't enough, I don't know what is. If I change my naming conventions, we can probably get up to 150 saber hilts. However, this is probably not likely as the more I add to baseitems.2da, the more the limit is affected as well. TLDR: I can fit around 100 hilts with my current naming conventions, 150 if I change a few things up.
  21. They technically are compatible, but this includes a lot of the USM models anyways. Unlike USM though, in this mod, they're only available through the Saber Console.
  22. Extract the entire archive to your desktop (or somewhere) and run the exe
  23. So, interesting tidbit, i think I actually hit a file size limit with the upcrystals.2da file. It got to a point where the offsets were so large they could no longer be represented by 16 byte unsigned integers.
  24. Nice reskin! What else do you have in mind?