VarsityPuppet

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Everything posted by VarsityPuppet

  1. 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.
  2. 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.
  3. Just remove it from the override for now, after the Visas scene, put it back in? idk.
  4. Yeah, Mandalore is right. And yes, I'll fix it.
  5. I do recall seeing this somewhere, but the issue of whether or not the place it occurs still remains. I guess we'll find out once we finish the first draft of it. Bead and I have already made the Damaged Ebon Hawk (with a Malachor window) - and created the part of that part of the mod but we'll be going back to it to refine certain events with the party members. One of them is explaining just how Mira ended up so far away from the Ebon Hawk, a notion that, come to think of it, we may end up doing away with entirely.... we shall see. T3 provides the exposition for when you wake up on the damaged ebon Hawk and everyone is gone. We assume that he's left behind to do repairs to the ship - how he miraculously fixes the whole thing is left up to the imagination - and aside from just killing the Ebon Hawk entirely, there is no other possible fix. I agree with what you say about players carving their own fates and reaping what they sow, but I don't think that we should just stop giving choices for the player because it's too close to the end of the game. I agree that Malachor should be the haunting conclusion it was meant to be, but adding a bunch of cutscenes for what could be done just as easily manually isn't exactly adding immersion. Why not just have a short cutscene of the Exile walking the surface? It's boring anyways, and the only real boss you encounter there is the giant storm beast, so why not do that? Look, I get what you're saying about HK/G0T0/Remote - yes, technically HK-47 and 5 HK-51s could take down G0t0 in a second. That's why there aren't 5 HK droids attacking G0t0 at once anymore (don't believe every screenshot you see). I'd rather the ending of the HK factory greatly augment the outcome on Malachor, not define it entirely. If it was the former, it's basically HK-47 deciding the end of the game, and nothing else matters. But maybe we'll give G0t0 some droid goons to help him out on Malachor - remember now that G0T0 has the ability to scramble droids, and perhaps this ability is used on the HK-50s. I don't know, we'll see. And I understand the need for cinematic touch - but remember, this is a game, not a movie.
  6. While I understood only half of it, I have to say for once I partially agree with you ttlan. Both with the original post and partially with Kreia's exile. The only thing is that it's hard to tell exactly when Kreia was overthrown by Nihilus and Sion - it could have been shortly before the events of the game, it could have happened a few years before.
  7. I don't understand why you guys just can't make a higher resolution .bik using the game cutscene as a base and then add the sound in later in Movie Maker or preferably, a higher quality software suite. You can even add the universal green tint or whatever blurriness or clairvoyance effect you want. In my mind, I theoretically know how I would assemble it.
  8. I just did a direct port of Mission's head from K1 into K2 - and it totally worked, so why don't you send me that male twi'lek head and we'll see what can be done with 'em. The Visas skins - The darkside skins are really great, and they look quite good on Visas. One request though - if you could add the 'scar tissue' to the eye sockets, I think that would look really good. If you remember from the other duplicate thread at Holowan, someone posted that Nihilus had torn the skin from her eye sockets, which would leave visible scarring when the skin healed/grew back. So if you could add the scars to each of the skins that would be cool - for the lightside, it should be a healed scar that still looks a little ugly - and as it progresses toward the darkside, the scar should get uglier and maybe start to fester. I can send you the model with the updated UVmap if that would help. Not now though, it's really late for me and I should have been sleeping an hour ago, lol
  9. It's possible. We'll change it after we hear opinions on the beta. You really like things to be automated, don't you? That's something we had considered for all of the party members at some point, but it gets to the point where if too many are killed off, then we lose a lot of restorable content, especially the few lines your party has near the end of the game. Plus, the way we have the Party Attacks Kreia cutscene requires at least Mira or Hanharr in the party. If we were to kill off Mira, it kind of ruins the scene. And yes, I know TSLRCM does it without the planning scene, but as a rule of thumb, don't assume we're going to do stuff like it is in TSLRCM. He won't be killed in a second, calm down. Correct. It's not strictly all cut content, but in order to make the maximize the use of some of it, we have to fill in some of the blanks.
  10. Dude, in the original scene, HK-47 never even showed up. Stoney and Zbyl reconstructed the scene with scattered dialog nodes that don't form an entirely cohesive conversation when read in the branches that they were built in. It works, but it's not really what I would have done with the scene. Then fight. I don't want Malachor's fate sealed just because HK-47 didn't shut down a totally unrelated droid factory. I'm at least giving him a chance to fight to change that fate. Maybe instead I should make it a "required to win fight"? "It does not matter where we go - it is not the destination that matters, it is the journey" - Kreia. True, there is no big plot twist, but this doesn't mean in any sense that I should carve out the whole ending of the game for people. They left because they thought you were dead.... that's what we're going with. Then you are one of the few. I'm sending the Remote with the Exile because 1 - People complained about having to replay the Malachor Surface... and this especially sucks when you run by the Storm Beasts the first time through - you leave them for the Level 1 remote to kill. 2 - In the Vanilla game, the Exile never even knows that the Remote is on a mission to reactivate the Mass Shadow Generator. Since in this mod, we WANT the Exile to choose the fate of Malachor, this is a required step that we must take. It's nothing complicated - the Exile just stumbles upon the Remote replaying the Bao-Dur message.
  11. I kind of understand what you are saying. For the player controlled sequences, we don't have sections where you have to choose a player response for someone who isn't the Exile. I agree that the Party members (at least for cutscenes lines) should be pretty autonomous. The problem is that there is a specific line that where HK says "Assassination protocols activated", and then there are two outcomes to their confrontation: one where he destroys G0T0, and one where he gets mind-controlled by G0T0 - what better way to determine the outcome than to duke it out? There are multiple ends to the scene though. If HK is not in the party, the scene will just end where it normally does. We presume the remote never gets to destroy Malachor. If HK doesn't shut down the Factory or if the quest is not completed, then the HK-50s show up, however unable to harm HK-47. If the HK-51s are allied with HK-47, then they will show up on Malachor to confront G0T0. G0t0 will unsuccessfully try to command them to stop HK-47. That's how it's set up currently anyways. The only thing that could indefinitely determine whether the conversation would go into the path of success or failure is a good ol' brawl.
  12. Let's not forget that DeadlyStream was once one of those sites riddled with technical problems. Ah those were the days.... DS being down for weeks at a time, and us assuming it's dead. That was also back when Holowan Labs was the major hub for modding. Now it pretty much revolves around DS and secondarily Holowan. I was even asking to be a file reviewer for Kotorfiles... and as they do with mods, my request was held off for about a month. The last 4 or 5 mods I submitted were never even posted. And after sending them directly to Jonathan7, he still didn't post them. They did offer it to me again, but by that time I had already lost faith in Kotorfiles. DeadlyStream is where it's at now.
  13. Yes and no. If we're going to go with that philosophy, then there would be no challenge to the game. This is why the classes have been changed to be less... Jedicentric? Sure, we'll go with that. Except for the force powers, A Jedi Guardian is built basically the same as a Soldier or a Minion - so if you were to straight up fight an enemy without using force powers, it would be a fairly even battle. But it's not just Force Powers that have to be taken into account. Item bonuses, weapons and feats have to be considered too. I've already made a script that grants focus feats for all of the weapons, grants dueling and two-weapon fighting tiers. They really make a difference, trust me. Most of the enemies will just get combat focused feats though, so that makes it easier. I was at one point going to try to make complex system that would have each enemy essentially realistically leveling themselves up, but it would have been way too much code, especially considering most would probably just level up the same way. At any rate, to compensate for the Exile's higher grade weapons, I'll just have to give the enemies higher grade weapons, a script that will be quite fun to make. To compensate for Force powers though? For normal enemies, one option is to just add bonuses, otherwise I'd have to change the autobalance.2da even more.
  14. I think it's 202TEL... in the same conversations as that whole Batu Rem dealio.
  15. I'd get Logan's Bao-Dur voice guy to do that same line, but maybe add the radio equalizer to it. That'd be way better, I think. I think Bao-Dur's death, in order to be functional in the game at all, needs to happen regardless of whether or not you activate HK or the HK factory quest. As such, I would then argue that Bao-Dur needs to die some other way, not by helping HK get to the factory. Yes, I know Chris Avellone himself that's how Bao-Dur dies, but honestly people, unless we make the HK factory an absolute obligation in TSL, I don't think that fate is an option. But I am in favor of him dying to save Telos in some form or another. How exactly, I'm not sure. Maybe he'd kamikaze a group of Sith Troops as they try to hijack the fuel lines? Maybe he's trying to protect the Ithorian's work?
  16. I'd be overjoyed if you could find that, sir.
  17. Positive. Bead-V assembled a video of it for me. VO and everything. Just no .lip files.
  18. It's pretty much only possible to change the levels that they're granted at, or for what classes they're granted to. You can't really change what they do or what bonuses they give.
  19. I'm not sure. My intention for the mod is that it should be a breeze on easy, tolerable on normal, and challenging for hard/difficult. If I go any higher, I'm going to start to wonder if the game's beatable.
  20. Tons of them. I remember thinking at one point it might be better to have the party attack Atris at Malachor instead of Kreia in the core as a pseudo red-herring. Seemed kind of stupid though after Bead and I thought about it more though. Like a really cheap trick.
  21. I'm trying not to destroy the roleplay anyways. My whole goal for this mod is to make everything useful... at some point. Grenades, shields, mines, medpacs, upgrades, stims, force powers, they all need to serve some purpose in the game. Some might be more easily accessible as different classes though, that's for sure. Don't expect a Jedi Guardian to be able to make really good upgrades (well, unless you invest alot in that skill) and you'll probably rely more on stims and items. Jedi Consular guy will be able to make more use of Force powers though, which will nicely accommodate the lower attack modifiers he/she has. In an ideal game, there would be three ways of doing things - combat of course, class skills and dialog options. However, TSL does have a large amount of combat sort of stuff, so what I want it to boil down to is this basic choice - do you want to have an easier time fighting bad guys, or do you want an easier time getting cool plot elements and items? You can't have both. Well... maybe you can still, considering alot of the conditionals that allow for that sort of stuff are pretty low. A cool effect I've noticed so far is how I've had to tweak my party, especially with very little to work with on the Harbinger. Since now, fighting a generic enemy is like fighting a duplicate of your own Exile, fights are much more equal in terms of damage taken and delivered for both sides. Add to that though that 5-6 assassins attack you at once, and the attacks really start to add up, especially if all of the attention is focused on one party member. What I ended up having to do was have my own party members gang up on one sith assassin and take them down one at a time. Or alternatively, I would confuse them by having two melee fighters and then having Atton mow 'em down with a blaster rifle. That's another thing I'm loving about this mod already - blaster weapon damage will sneak up on you. Fighting the sith onboard the Ebon Hawk was a definite challenge for instance. Any where you went, you would have 4 guys blasting at you, doing about 2-16 damage each, making for anywhere between 8-64 damage per turn. The Energy Shields and Energy Resistance Force power were invaluable here, downright saving me from would-be-fatal shots and multiple reloads. One last experience before I go - the fight with Batu Rem was... interesting. He indeed was buffed up when I fought him, but he certainly couldn't survive a 3 on 1 fight for very long. I thought it was fitting for him, but I imagine there are some who would want him to be a bit more... resilient? Any comments?
  22. Just assume they have the technology to assess that kind of stuff. I mean, it's not all that unlikely. Somehow, Sion escaped, and the Harbinger supposedly blew up in that asteroid field. If there wasn't anything left of the facility, there must have been some sort of black box anyways. And as I said before, I just think it's more proof that the TSF is the most bullshit security force around. But if it does help, there is cut content that has Grenn interrogating the PC about the events on Peragus. It's been awhile since I've checked it out, but I think it might clear up some things.
  23. From a standpoint of having made the HK factory itself, we have to go with what the game dialog offers us. There really is no clear indication whether or not HK-47 was meant to recruit the HK-50s, but there is evidence supporting the HK-51s. This is of course, during the last conversation with the HK-50s, when the HK-51s come walking in. Their dialog options indicate that they will kill all obsolete units, or that they will kill only the HK-50s and take control of the facility for HK-47. In the original HK Factory files, both of the manufacturing terminals had the option to download either behavior core. NOTE: This was NOT an option to UPLOAD, but an option to download either behavior core into HK-47, not the other way around. Other than some silly comments about HK-47 having the new personality core, it served really no purpose. There was dialog that disallowed HK from using certain terminals, but ultimately they were never used since his self-preservation protocols have been modified to be able to kill other HK units (or something of that sort). Thus, the one shred of of evidence one could use to justify HK-50s joining HK is null. Every other dialog in the HK factory files (or the entire game, really) never even hints or indicates that HK-47 and HK-50 would ever come to an agreeable relationship. Like I said before, even HK's motivation of going to the HK factory in the first place was to shut them down. Once you take that away from HK-47, the whole sidequest falls apart really fast. We tried to offer as many options as possible when making the HK factory, but there are just a few things that, though not outside reality, didn't fit inside the realm of possibility. For instance, why not just leave the base and not do the factory before you start? Why not just give up on killing the HK-50s when your self-preservation protocols are revealed to not be able to harm another HK unit? What it boils down to is that HK-47 is his own character with his own motivations - and even though you control him in the HK factory, you don't just get to do whatever you want with HK. He has a mission, and the possibilities that we allowed were things that fit into his motivations. HK hates the HK-50s, but he wouldn't necessarily hate the next generation of HKs - the 51s, who are a homocidal bunch and have already reportedly killed some HK-50s. Notice how you still have to shut the factory down in order to have your final dialog with the HK-51s. I know this is getting to be a long rant, but the fact of the matter is, there is not enough substantial evidence that the HK-50s should ever have joined HK-47. Even the dialog from Malachor (the raw, unrestored dialog with the orphan nodes) can't be all that supportive. Wookieepedia can write what it wants, hell canon can write what it wants, but the game files themselves and HK's own character motivations just can't support that notion.
  24. Just more evidence of their lackluster police-work, something I find to be more fitting for the TSF than to explain it off as rushed development.