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Everything posted by VarsityPuppet
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The only difference are the braids, as you said yourself. The face, hair and everything else is virtually identical. I personally, hardly think that counts, and this is why it's a separate mod from TSLRCM.
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I have been known to linger like such. That and I've had my eye on this thread for awhile. What with making Malachor VI and everything...
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I intend to rectify that situation... erm eventually
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Are you sure you installed everything correctly? In order for the orange and bronze to show as different colors, you ABSOLUTELY need the following files - and no duplicates - installed from my mod. g_w_dblsbr008.uti g_w_lghtsbr08.uti g_w_shortsbr008.uti w_dblsbr_010.mdl w_dblsbr_010.mdx w_lghtsbr_011.mdl w_lghtsbr_011.mdx w_shortsbr_010.mdl w_shortsbr_010.mdx w_lsabreorng01.tga w_lsabreorng01.txi w_lsabregold01.tga w_lsabregodl01.txi I assume these are installed right? I can't think of anything else unless maybe they're both bronze lightsabers? :/
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Well, these are all textures. Any starting with "iw_" are item icons for the cyan and bronze sabers. HOTOR's are just slightly different. w_lsabregold01.tga is the 'bronze' saber color. HOTOR's texture is configured to flicker, but the color is the same as the Heart of the Guardian. w_dblsbr_001.tga is the same as the vanilla texture, just with an alpha channel. HOTOR's is a new texture that goes specifically with a saber in that mod. Basically what it comes down to is which textures you want to use. If you've installed Hi Poly Tin Cans, I recommend using the textures in that mod.
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Textures remain the same. The only thing I changed was w_dblsbr001.tga, because it had no alpha channel. I figure someone else can do the higher resolution textures.
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It depends. I don't want this to turn into basically another crazy lightsaber mod. I'd first make sabers for Sion and Traya, then the Jedi Masters next. I thought about making specific lightsabers for the party members, but I'd much rather have a variety of hilts to choose from rather than saying "This is Atton's, this is Visas', this is Mira's" etc...
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Ah an important point I forgot. If you have orange or bronze lightsabers in your inventory already, just quickly switch out the orange color crystal with another color then switch it back and it should be a nice vivid orange color. If not, then it's some other issue.
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It's something funky with the engine. Save/reload and he should be dead.
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Don't get me wrong, those hilts are amazing, I commend you for the work - all of those hilts look really good - nothing short of amazing. Totally not knocking your mod at all. But personally, I like keeping it simple. If there was a way to choose different hilt styles but keep that particular hilt, regardless of color crystals, that would be ideal, but as far as I know, it's not possible.
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View File VP's Hi Poly Tin Cans Having this mod installed with TSLCRM 1.8 causes a CTD about 4/5 the way in the Visus-Nihilus cutscene (and Nihilus-Tobin custscene). Please do not use the Nihilus saber, or take it out of override for the duration of this scene, and the Tobin one. ======================================================== KNIGHTS OF THE OLD REPUBLIC II ======================================================== Hi Poly Tin Cans ================================= Author: Varsity Puppet/VPcombat For: KotOR II Date: 03.16.2011 ================================= DESCRIPTION: I've always wanted to make a lightsaber hilt mod, but I never liked how most people would use hilts from the movies. Or if it's not that, there has to be a fancy hilt for every single different color. Well what I did here is fairly simple and should intrigue even the most skeptical of saber mod downloaders. I remade the standard game hilts so that they look like higher definition versions of the old ones. A lot of people complained how they looked like tin cans - they still are, but with higher polygon counts. I've also included a Darth Nihilus lightsaber which is fairly close to canon apparently. There are several subfolders which you can install - Saber Models - This folder contains the higher polygon version hilts only. No other modifications made. Darth Nihilus Saber - Contains the files used for adding Darth Nihilus' saber to the game. Override's Malak's Lightsaber model since it doesn't have much of a use in this game. Fixed Icons and colors - Fixes the colors in the weapon icons for the cyan and bronze/orange lightsabers. It also restores the unused bronze lightsaber crystal and distinguishes between the orange and bronze lightsaber colors (previously, they both used the same Heart of the Guardian saber color) Fixed Loot scripts - These loot scripts will allow the orange, bronze, silver and cyan crystals to appear more often. Previously, the bronze crystal wouldn't appear at all, and apparently neither would the cyan crystal. This should be fixed now. COMPATIBILITY: This is obviously not going to be compatible with any other saber mods. ___________________________________________________________ INSTALL: Put all of the files you wish to install into your override. UNINSTALL: Delete them from the override. ___________________________________________________________ VERSIONS: 1.0- BUGS: None that I know of. There may be a bug where some sabers display the wrong color. If that happens, let me know and I'll fix it. ___________________________________________________________ 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: DStoney 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 03/16/2011 Category Mods TSLRCM Compatible No
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Version 1.1
7,673 downloads
Having this mod installed with TSLCRM 1.8 causes a CTD about 4/5 the way in the Visus-Nihilus cutscene (and Nihilus-Tobin custscene). Please do not use the Nihilus saber, or take it out of override for the duration of this scene, and the Tobin one. ======================================================== KNIGHTS OF THE OLD REPUBLIC II ======================================================== Hi Poly Tin Cans ================================= Author: Varsity Puppet/VPcombat For: KotOR II Date: 03.16.2011 ================================= DESCRIPTION: I've always wanted to make a lightsaber hilt mod, but I never liked how most people would use hilts from the movies. Or if it's not that, there has to be a fancy hilt for every single different color. Well what I did here is fairly simple and should intrigue even the most skeptical of saber mod downloaders. I remade the standard game hilts so that they look like higher definition versions of the old ones. A lot of people complained how they looked like tin cans - they still are, but with higher polygon counts. I've also included a Darth Nihilus lightsaber which is fairly close to canon apparently. There are several subfolders which you can install - Saber Models - This folder contains the higher polygon version hilts only. No other modifications made. Darth Nihilus Saber - Contains the files used for adding Darth Nihilus' saber to the game. Override's Malak's Lightsaber model since it doesn't have much of a use in this game. Fixed Icons and colors - Fixes the colors in the weapon icons for the cyan and bronze/orange lightsabers. It also restores the unused bronze lightsaber crystal and distinguishes between the orange and bronze lightsaber colors (previously, they both used the same Heart of the Guardian saber color) Fixed Loot scripts - These loot scripts will allow the orange, bronze, silver and cyan crystals to appear more often. Previously, the bronze crystal wouldn't appear at all, and apparently neither would the cyan crystal. This should be fixed now. COMPATIBILITY: This is obviously not going to be compatible with any other saber mods. ___________________________________________________________ INSTALL: Put all of the files you wish to install into your override. UNINSTALL: Delete them from the override. ___________________________________________________________ VERSIONS: 1.0- BUGS: None that I know of. There may be a bug where some sabers display the wrong color. If that happens, let me know and I'll fix it. ___________________________________________________________ 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: DStoney 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. -
TSL (Vanilla) In-Game Mysteries
VarsityPuppet replied to Sith Holocron's topic in Knights of the Old Republic General
Never said it was cut, just that it was restored. But thanks, I know there's a lot of stuff like that in the game. -
TSL (Vanilla) In-Game Mysteries
VarsityPuppet replied to Sith Holocron's topic in Knights of the Old Republic General
In fact, there is content restored in TSLRCM that hints at that he remembers it. -
TSL (Vanilla) In-Game Mysteries
VarsityPuppet replied to Sith Holocron's topic in Knights of the Old Republic General
Naw, it's cool. Just trying to explain how some of these things could be justified. There are some big gaping plot holes, but there are some that just aren't really important in the aspect of the game. Sort of like where Atton came from. True, it's never explained, but is that bit of information really important past Peragus? -
TSL (Vanilla) In-Game Mysteries
VarsityPuppet replied to Sith Holocron's topic in Knights of the Old Republic General
It's Star Wars. There's always some random ship waiting to transport everyone from one planet to another, no questions asked. Plus, for Visas I think it adds more to the 'assassin' aspect of her. She could have landed in a different sector of the planet and secretly made her way aboard the Ebon Hawk. What do you want a ship to land right next to the Ebon Hawk to show that she's arrived? Kreia and Handmaiden, we have to assume there was a ship involved somewhere. They must have had some sort of transport to run around and get supplies - maybe when the Handmaiden informed Atris that Kreia was a sith, a transport was sent. Maybe they took a ship from the Dantooine bay? idk -
Vanir (from Holowan labs) and I made a mod that starts the saber quest much earlier. By the time you have visited Atris, if you're vigilant enough in searching for parts, you should have all of them by then, and then you can pretty much make your lightsaber. I remember wanting to get my lightsaber back from Atris long ago. I find having her attack me with it much more rewarding when I cut her down with my new one. Unless there was something inherently special about my old lightsaber (maybe an added bonus, or a special hilt) I probably wouldn't bother with it, because the upgrades/crystals are what make the lightsaber. The color too, I guess.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
It's hard to say. There are paths that allow for certain party members to be killed off. Atton vs. Sion for instance, can end with Atton dying, and Atton vs. Disciple or Handmaiden vs. Visas could result in someone dying. But as far as killing your party off, it's something we're leaning away from. After all, it seems a little random and convenient that you get to kill off party members so late in the game. Not to mention it's antithetical to some of the themes in the game. Thanks! We worked hard on that Mandalore and Visas scene, but just like anything that's super good, we may have to go back and tweak it. As far as the Unknown Regions go, we're not entirely sure about ending the game that way still. It's still a possibility of course, but whatever works the best is what we'll end up doing. -
Nar Shaddaa - up until I get a lightsaber Dantooine - To get me some crystals Nar Shaddaa - To finish up my stuff with the Exchange Dxun/Onderon - To get Mandalore, work on my HK-47 influence Dantooine - Finish exploring the ruins and find Vrook Dxun/Onderon - To fight the onslaught of sith Korriban - Because that's usually what's left, plus it more sense to me to confront your inner demons in that Shyrack cave more towards the end of the game. Even with M4-78 being part of the game, I still think that would be one of the latest things I'd do in-game.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Right on. You guys might have missed the various posts discussing this at the old forum... so yes. -
The thing about Knights of the Old Republic on the xbox is that you need a modded xbox to do it. If you have an old one, it's pretty easy to do but getting the equipment to do it will require some internet sleuthing. You'll need a computer anyways to transfer the files from the disc to the computer, modify them and then send them back to the xbox. All in all, there's a lot of work that goes into getting TSLRCM to run on the xbox. There is another option of course, but that requires making a game iso and making it readily available for download... which is only highly illegal. This is coming from the only resident xbox expert in the Kotor community currently. Basically, there are a ton of hoops to jump through, but if you're really up for it, and have the patience, there is a way.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Yeah seriously, how could you? The only hint I can give you is that it is a Malachor module. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
55% I'd say. It's my magic 'somewhere around halfway done' number. If it helps any we have these following modules to finish *900 - Damaged Ebon Hawk *905 - Trayus Crescent (few more cutscenes) 906 - Trayus Proving Grounds 908 - New Module *903 - Trayus Academy *904 - Trayus Core 1000 - Endgame Module the ones with '*'s are at least halfway done. Compared to the modules that are essentially done (with extensive bug testing yet to be done): 901 - Malachor Surface 902 - Malachor Depths 907 - Trayus Core (cutscene module) So that's 3 done, 4 half done, and 3 yet to start