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Everything posted by VarsityPuppet
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Trayus rank reform might have to do with the Sith Elite Troopers being unresponsive. As for the black screen, from what I understand, it's a pretty common bug. I *think* there is a fix for it, but I can't be sure.
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Yes! This mod is everything I've ever wanted and more!
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Dialogue with Atton about the astronavigation system
VarsityPuppet replied to ttlan's topic in TSLRCM
I played the vanilla game, and I'm pretty sure I got those lines when I talked to Atton on the Hawk (after talking to Kreia - I would see to that fool in the cockpit) -
I'd maybe make Bastila's saber a bit more yellowish. Also, make yellow a bit more vibrant, seems rather pale when compared to the others. Lastly, maybe bronze should be in the silvery set?
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My computer was down for a few days, but I'm back online at least. Might be a few more days 'til I get Kotor up and running again. Mostly because Fallout 3 is taking up my time
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Have you considered using Crixler's lightsaber crystals to give some variety to the Sith attacks on Malachor V?
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Non-VHS way to record X-Box footage?
VarsityPuppet replied to Sith Holocron's topic in General Discussion
There is also some screencap software too. Google is your friend, as it was mine as well. -
Whoa! Nice to see some Holowan legends here at DeadlyStream.
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Yay! Let me know if there's any way I can help. Just so we're clear, these lightsaber crystal packs are for more colors right? If so, we may want to discuss some things so we can make it as awesome as possible.
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I would use it too. However, I wonder would it be possible to place it on the bottom of the page layout, or to make it a pop-up window? I would prefer to use it while browsing the forums, and that would save me the trouble of opening it in a new tab. idk
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mdx contain primarily the model vertices for the model, or at least that's what I've found. I think they also include the weights
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[TSL]Difficulty/Doability of brand new music and areas
VarsityPuppet replied to a topic in General Kotor/TSL Modding
rename the file extension to mp3... works for the VOs -
[TSL]Difficulty/Doability of brand new music and areas
VarsityPuppet replied to a topic in General Kotor/TSL Modding
Didn't say you were a fool. With modding, you sort of follow the tutorials, but whatever is not known or mentioned you kind of have to test for yourself. -
[TSL]Difficulty/Doability of brand new music and areas
VarsityPuppet replied to a topic in General Kotor/TSL Modding
Most of the difficulty comes with the legal issues of which songs you can use. -
It wouldn't be that hard to fix. The reason it was made this way is... well, it never made sense to my why they would make the Exile disrobe and not do so themselves. It was also an unintended side effect of the first version of the mod, which I did turn out to like - not because they were in their underwear, but because it seemed consistent with their Echani traditions. It's not hard to fix, no, but I do have to think of an efficient way to make a patch for it... hmm.
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The shield recharging script works (which was WAY harder than I thought it was going to be), now all I have to do is modify the item files so they don't disappear when their charges are used up.
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Change of plans - the buffing and debuffing scripts are getting to be way too complicated. I've scrapped them for the moment since simply adding the necessary attributes and feats to enemies seems to do the trick. I'm sure I'll have to do more tweaking once I can use more force powers, but not right now. I've also sadly had to scale down some of the blaster weaponry damage. Pistols have been scaled down, Blaster rifles are pretty much the same, but repeating and heavy blasters are now pretty killer. If you get one in-game, you'll want to hold on to it. Melee weapon damage has been lowered a bit, so I'm thinking the blaster vs. melee is a bit better balanced now. Autobalance.2da has been in need of lots of tweaking as well. Messing with the damage multiplier can have drastic results, and the level multiplier is weird too. The only thing I know that works well is the CRmod column. Lastly, I was considering a new approach to personal shields. Originally, you were supposed to be able to charge up your personal shields on the Ebon Hawk, instead of them being useless once you run out of charges. Currently, I'm looking for a way to actually do this, but of course, more as that develops. If I do go through with this, I'll have to do something about the number of personal shields you get throughout the game, because having rechargeable shields isn't exactly making the game much harder. Maybe if I gave them 1 charge each instead of 5, and then you could only recharge them at a workbench or the Ebon Hawk.
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A bit of a snag here. Things are going well with the Rebalance - I've decided that building up enemies to proportional stats according to their levels is working fairly nice... at least for groups smaller than 3. One problem that I should have foreseen coming though - when bad guys are grouped in numbers larger than 4, they become, for a lack of better terms, unbearable. Fighting against 1 guy who is around your level is okay, 2 and 3 are okay, as long as your party is capable of taking on an enemy single-handed. But more than 3 starts to get tricky especially if they all have blaster weapons. So, for the sake of actually living, I decided it might be prudent to debuff some of the enemies so your chances of survival increase. I wouldn't otherwise mess with this, but seriously, it has been insanely difficult to fight some of these groups of enemies. Especially at a lower level and unable to use deflection rolls or a lightsaber.... it's ridiculous. Even with this debuff function, you're going to have to rethink your strategies for this game. The blasters are definitely killer.
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Minimal help from me, that's for sure. I should have my input for 1.8 sometime later this week. Also, I don't want to jump the gun, but I smell some HK Factory updates for 1.9
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Regardless, what Bead said are still issues that have to be dealt with. But as Bead said, the HK-50s can't attack you because of their self-preservation programming. If they did end up fighting, it would be against G0T0 because they recognize HK-47 essentially as their same model, and they cannot let any HK unit come to harm. Problem being that there wouldn't be any HK-50s left because the factory is destroyed. Sure maybe we can assume there are some left on some random world that G0t0 called them from, but then this ending is really no different than the previous scenario. The HK-50s would still probably attack G0t0 before they attack HK-47. Like Bead said, G0T0 could pretty much scramble the droids in any scenario we've placed here, but then what's to stop G0T0 from scrambling HK-47 right off the bat? That and can the HK-51s even be scrambled? The three scenarios we have arranged at the moment would all result in HK-47 winning. That's fine and everything, but then we're totally missing out on the HK-47 gets scrambled portion. The only possible way we could ever get any HK-5X unit to attack HK-47 is if the HK-51s are hostile, but even then who's to say they'd even listen to G0T0? By then, the HK Factory will require that you kill all of the HK-51s anyways so that ending wouldn't happen anyways... Moral of the story: It's going to be a player controlled fight. I'm not a fan of how TSLRCM would do it and it shouldn't be dictated on how HK-47 finished the droid factory, an event that is isolated and separate from Malachor. We've considered your opinion and your advice, and took steps to make the fight more realistic, but as far as making scenes automated just because you don't like it, it's not holding much weight with me or Bead. There are other scenes in the mod which are automated, so it's not like we're 'butchering' the entire ending for you. Plus, if all else fails, you can always make your own mod to tweak how the game ends. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
The other G0T0 droids are called Sentry Droid Mark I's, so I think naming them differently would be sufficient enough. Perhaps a separate mod to change the appearance of those minion droids is in order. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Ultimatum: Bead and I ran through the possible scenarios we constructed for the HK/G0t0/Remote scene and we now have a question for you. Would any of you object to other G0t0 droids showing up for the fight? They would show up with the HK-50s in one case, and in the others they would show up instead of the HK-50s. This way, the fight can be a bit more balanced, as it's a little bit harder to kill 3 math droids with basic combat capabilities than 1. Keep in mind that on G0t0's yacht there were a ton of other G0t0 droids too, so this is not one of those cheap 'clone the bad guy' ploys. -
I am aware that atheism =/= evil, but WCH is an atheist and evil, a fact that he can and will confirm himself. I believe there is some middle ground between evolution and creationism - not everything in the Bible is necessarily true perhaps, but maybe represents metaphorically something greater. On the subject of Atheism being a religion, I'd say you can only consider it a religion if there are prescribed rituals involved with being an atheist... and I can't say that I know of any.
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All WCH is doing is trying to build an army of atheists with this thread. He hates all things pertaining to God, and eats children in their sleep.
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Just remove it from the override for now, after the Visas scene, put it back in? idk.