VarsityPuppet

Members
  • Content Count

    2,290
  • Joined

  • Last visited

  • Days Won

    161

Everything posted by VarsityPuppet

  1. Well, production has resumed for the moment. Can't say it will stay as such for too long since I'll be starting school soon (3 classes + full time job). But we're going for the moment. One thing that was sort of on our minds but never really came into the forefront of things now is.... *drumroll* Voice Overs! I've been writing up dialog for some of the characters in the mod, and of course, one crucial thing to think about is what voice will be saying these words. Then I have to backtrack and think about character motivation and all that jazz... it's a hassle, but in the end it sounds generally better than the generic "I am a very, very bad Sith Lord" or "There he is, blast him!" Anyways, as an early casting call, who would be interested in providing a few voices for this mod here? Don't worry, there aren't any big roles in the mod that need to be voiced. They're pretty much all enemies, so we're able to add that "radio' effect to the voices (akin to a Sith soldier). Zhaboka is already in - and even if he wasn't, he still is Me, I'm in because I'm making the mod and I'm doubting my ability to find enough willing souls. ... so yeah... -VP
  2. Well, back to smashing through irrational obstacles: a.k.a. Malachor VI

    1. Mandalore

      Mandalore

      Nice! It is always a good feeling seeing something actually work, instead of seeing no difference from before. I agree.

    2. Sith Holocron

      Sith Holocron

      Hey man - check the sound files?

    3. Zhaboka

      Zhaboka

      This mod is a slow-cooked beauty.

    4. Show next comments  231 more
  3. Which part? The part that it's awesome, or that it was released 5 years ago? Because I haven't even been here that long.
  4. FFM = Full Force Mod. It's one of my older, more downloaded mods. It adds some cool, yet balanced Force Powers. Was planning on making a pack 2, but I've been working on other things ever since.
  5. Yeah, someone would have to model and skin some holocron models. Wouldn't be hard, but it would then make the mod an *added content* dealio.
  6. Incorrect. It's all there, but unfortunately, the lines are hard to work with. But it would have to fall under a separate project anyways, as some additional content would be required to place it in-game.
  7. Well, as it so happens, Beancounter's mod may be the best thing to do in terms of balancing out the characters. Autobalance.2da is just too wonky to give any good results. Messing with any of the damage multipliers gives insane results, for instance. But yes, the idea is to change up how some items are used (droid items, energy shields, grendades) so that they are relatively balanced between themselves, and THEN adjust the difficulty of enemies according to that.
  8. The low poly HK didn't work out as well as I'd thought.. but on the plus side, I can now make the factory animation actually stop when you shut it down.

  9. Not a real large amount, but the stuff I've found is actually some pretty good content. We'll keep hunting until it's all found. You do realize that we've restored more content with each consecutive release, right?
  10. Still quite a bit left. It's hard to say where we'll stop. Part of me wants to say it'll never stop, but I'm sure someone will keep wanting to add and change stuff, which is after all, a good thing.
  11. I'm sure it says TSLRP, an older, failed attempt at a restoration mod. Still fairly easy to confuse the two though.
  12. Still, I agree with WCH. As our Downloads section grows, we're going to need better organization. I have trouble finding my own mods because I have to browse through all of the files to find them first. Idk if it would be possible to do this, but it would be cool if we could organize the mods with multiple tags. For instance, my Visas Unmasked mod could be tagged as model and/or skin because it contains both. Okay, 90SK's super content mod might be a better example (skins, items, new models). Just throwing ideas out there. I do want this to be waay better than Kotorfiles. Not that we aren't already by simply being active, but good organization will hopefully attract new downloaders and modders alike.
  13. That alcove up on top of the picture? Not quite a landing pad.
  14. Door problem solved! I amaze myself sometimes =D

  15. The line was from me. I was trying to imagine what someone in a Star Wars universe would use as a cheesy pickup line. the halting is temporary though. As soon as I posted that, I started working again lol. But I'm still bound to the HK Factory and its bug fixes, no telling how long that could take. Plus, I'll be away this weekend so... we'll see. We just wanted to let you know that progress isn't as fast as it was.
  16. It gives me great disappointment to inform you all that development on MVI has halted... ...temporarily at least. Bead and I both have very busy schedules, and it's been hard all year to get things done. To put things in perspective, of what we have completed right now, half of that was done in the first 3-4 months when we started. Now here we are a year later, and we've only gotten so far. We've always said that it will be released "When it's done" and that still will be true. However, Bead brought it to my attention that we should not be leading you guys on with a mod that isn't really going anywhere right now *cough*TSLRP*cough* When will production resume then? Maybe pretty soon. We'll see. As far as I know, the only thing left on my fix list is the few bugs that Hassat Hunter caught in the new 298TEL. The lower level needs some fixes, but I'm still contemplating what I should do. And yes, this means the entire HK50/HK51 activation/confrontation sequence near the end of the Factory. Either way, it won't happen 'til at least TSLRCM 1.9. At any rate, to tide you guys over until the next update, here are some screenies.
  17. The game plays fine on my computer, it's just that the pixel shading effects don't work at all (which in hindsight, could be my graphics card, and not actually Windows 7)
  18. I don't get how you can compare the two. They're similar in some aspects, but they're quite different games in concept. I'm fine with how they both turned out. ME2 could have been a bit more like ME1 though
  19. Probably because you're supposed to be able to have the conversation anywhere. If you added the animations, he would sit down ANYTIME you had the conversation, whether or not on the Ebon Hawk.
  20. Send me the ascii for the bith head. I shall attempt to fix it.
  21. What about VP's generous contributions? ... ............ ................................ The three fixes that I did lol. Seriously though, Hassat Hunter, I hear more from you than Stoney or Zbyl. They should just smack your name on the Author's list for 1.8.
  22. Advice #1: Save a lot. Advice #2: Only install mods that say they're explicitly compatible with TSLRCM. If it doesn't say, then don't install it. Advice #3: Play the game more than once. As good as TSLRCM 1.7 is, we keep adding more and more to each version.
  23. View File Visas Unmasked! ========================================================================== KNIGHTS OF THE OLD REPUBLIC II ======================================================== Visas Unmasked! ================================= Author: Varsity Puppet & RedRob41 For: KotOR II Date: 07.06.2011 ================================= DESCRIPTION: Ever since I first played TSL and recruited Visas, I wondered if there was a way to remove her headdress. This became a mysterious sort of obsession for me. Up until recently, when I acquired some decent modeling skills, it was an impossible feat. But with some new discoveries concerning Kotor models (and alot of help from RedRob, skinning Visas' damaged eyes and pretty much everything above her nose) I bring you, Visas Unmasked! For some ridiculous reason, Visas cannot equip headgear: a devious plot hatched by the game developers no doubt. There is no way to bypass this effectively - nothing short of changing her tag and recompiling a TON of scripts is going to ever fix this. INSTALL: Click and run the TSLPatcher. For compatibility reasons, try installing this mod last (after TSLRCM for sure). The reason I say this is because it modifies her character file in a complex, yet fully compatible way. I just don't trust other people's mods to do the same. UNINSTALL: A backup should be generated after you install the mod. If you ever need to reinstall, you need this. ___________________________________________________________ BUGS: You can't equip headgear on Visas. This is hardcoded. ___________________________________________________________ PERMISSION: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. Thanks. THANKS: Fred Tetra's KotorTool Obsidian for making a game to love and hate All of you modders out there who I've consistently studied and slowly learned from. All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc. Submitter VarsityPuppet Submitted 07/07/2011 Category Mods TSLRCM Compatible No