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Everything posted by VarsityPuppet
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Towards a perfect K2 - 008 - Typo? Mistake? For any who know the way.
VarsityPuppet replied to ttlan's topic in TSLRCM
Blunt much? lol Some of the things he mentioned sound like reasonable lapses in logic, but this isn't. -
lol... okay? At any rate, expect a release very VERY soon peeps.
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Lol, oh great I got a recycled logo? I feel special
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I hope it crashes before you get there lol I did say that, didn't I? The changes you suggested were a bit too much for me to handle (the big HK-50/HK-51 fight, for instance), so I fixed the main issue that people were bitching about, which was the terminal locking for the HK-51s. It won't arbitrarily block access anymore, so... yeah. I'll be the first to admit that it's still not perfect. I did as much as I could for now, having to work on MVI and other TSLRCM stuff.
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You got me. You can call me VP the Hutt.
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I thought I had given it to either you or Sith Holocron to release. I guess I should get to that, huh?
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Yep, I'm right on the verge of a couple mod releases. Malachor VI will not be one of them though...
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Are you playing TSLRCM 1.7? There are considerable differences between 1.7 and 1.6, so we need to know what's going on.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Or, since Atton/Handmaiden joined Kreia when she went to Trayus Academy, we can assume that Kreia at least enabled Atton/Handmaiden to prepare and train for the final confrontation against Visas/Disciple. It wouldn't be a stretch if we assumed that the Sith at Trayus Academy were informed of Atton/Handmaiden's presence and purpose in being at Trayus. All they'd have to do is walk up to the prison door and open it, then queue the conversation. -
Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Bead is correct, and I have to stress just how important this is. The party members do not turn on eachother due to the dark energies of Malachor. It will make the confrontations more intense, yes, but the real issues started way back on the Ebon Hawk. These vs. scenes don't have to 'only' take place when the Exile decides to save his/her friends. They will probably happen regardless of the path you take. Kreia's Visions: We haven't discussed what to do just yet for that. As for the fights, we do have something planned post-confrontation. -
What's VP been up to lately?
VarsityPuppet commented on VarsityPuppet's blog entry in Varsity Puppet's Brain Dump
The corpses on the Harbinger are already republic soldiers. In the bik video though, they are generic corpses. -
@ Markus: I do understand what you're saying. I pretty much like some sort of humor in everything I do, so that's probably my bias in the situation. That's all.
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Have not watched any gameplay videos. I guess I made the mistake of assuming that the Voice overs would be on par with Kotor.
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I'll take a look at it eventually.
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I'm against TOR just as much as the next guy, but I fail to see how this necessarily demonstrates that TOR is going to suck major balls. So they have a ton of sound files (likely a ton of Voice overs). Since when is this a bad thing? Just because this guy said so?
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I try. A nice rarity sometimes That's a good point. Is there a better line that could be used here? I love the integration of floating text, but if there is only one line, it can get repetitive if he says it over and over. Don't break any lamps Yes, but who's to say if it's making the game better or worse? Isn't that relative to the player who's playing it? Take for instance, T3's lines. I thought they were excellent and add some much needed humor to the prologue. Yes, they are not in T3's usual diction, but it's just the prologue. You don't usually have a woman computer voice telling you what to do every second of the game either, or characters telling you to press TAB to switch between characters. My point is if the prologue serves to be an introduction to acquaint you with the world of Kotor II by using examples of in-game scenarios, I personally can excuse all of the instances of breaking the third wall. Add to that that the prologue is played through the perspective of T3-M4, I think I can live with T3-M4 speaking something I can understand so I don't have to keep looking up words in my Beep-to-English dictionary.
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This is restoration. Though I received the same comments from at least Hassat Hunter as well, I think it's hilariously awesome, but it does take away from T3's usual exchange with characters. Would making the dialog option like this: Beep boreep Deet! (Orange is a nice color on you.) better? It's the best I can think of in terms of compromising restored content with uh... what's the other word? Character integrity? Sure. There's nothing in the dialog that says the HK-50 is supposed to be seen, so I say it's sort of inconclusive at this point. I do agree that it is more suspenseful to have it the other way, but I think the current camerawork for that scene is equally artful. Maybe decreasing the frequency or the range would be good here. I'm not so sure here. I like it because he ends up with a sort of 'southern' accent, but that begs the question: "Why would anyone in Star Wars have a southern accent?" Hell, why would anyone in Star Wars have a british accent or be Asian? Anyways, uh. One option I had thought about was maybe switching out Cede for Saedhe. They do have similar names and Saedhe's head is almost identical to Carth's. Food for thought. As far as the whole 'restoration theory" goes, I do agree that restoring as much as possible is a crucial part of these sorts of mods. Like Markus says though, it is important to stay true to the original plot, letting the restoration 'enhance' the story, not completely take over it. It'd be pretty easy to create content to allow the Ithorian to be saved, so we can have the best of both worlds here. I'd be glad to do it too. I mean, it's sort of what I do anyways...
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That's just not going to happen. All versions past the beta have changed the HK factory, as well as a number of other things. You're really missing out.
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I just realized I used the word 'possible' in my previous pose 3 times.... My English teacher would be disappointed. At any rate, Stoney mentioned the other notable reason which I conveniently forgot.
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If I remember correctly, that was possible in the beta, but it was tossed because it wasn't possible with the available content. It wasn't possible to make it play out best, that is.
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Yep. Unless Stoney decided to include it in 1.7, which wouldn't make it incompatible really, just redundant.
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Hello. I've been wanting to post a blog for awhile, but I realized I never had anything important to post on here usually. Then I realized I'd never have anything too important to post on here ever, so now I'm just going to ramble. I'll just go on about the various projects that I am currently/have been working on. Peragus Tweak - With TSLRCM 1.7 released, the restoration section of it is kind of outdated. Fortunately, I'm still able to implement the main purpose of the mod, which was to switch out those generic corpses with Peragus Miner corpses. I'm currently working on making placeables, which is why this is taking so damn long. On the plus side, this will install more cleanly and hopefully with less bugs, but say bye to randomized appearances. Trayus Rank Reform - Well, I finally decided to not be lazy and update the scripts which make the mod so damn awesome. You can expect a new version relatively soon. Changes include enemies with two sabers and staffs in addition to single blades. I've also finally implemented some script magic which will prevent enemies from looking like the Exile (theoretically anyways, haven't tested it yet). TSLRCM 1.7: The HK Factory - If you haven't already downloaded TSLRCM 1.7, you should. In addition to more bug fixes and more restorations, you also get to play the slightly upgraded HK factory. I really haven't heard any word on what people think about it (except for Hassat Hunter) so, try it out and tell me what you think! Malachor VI - The one you've all been wanting to know about. I've got to admit, when I originally set out to make the Malachor VI mod, I had a completely different vision in my head. With Bead-V's help, we've managed to take this WAAAY further than I ever thought possible. Progress has been slow, but good. Rather than speeding our way through the mod, we take every little detail into deliberation. Hell, it took us a good 3 months to get the entire Party vs. Kreia sequence down correctly. But all good things come with time. Right now, we're working on the path to save your party. I can't imagine this will take any longer than a month Well, that's all for now.
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Markus Ramikin's report on 1.6 - main part
VarsityPuppet replied to Markus Ramikin's topic in TSLRCM
You're like a film critic. We all have some bit of an aversion to having our work criticized, but the ones that hurt the most are the ones that have a bit of truth to them... -
Hardly. The main reason the improved corpses didn't make it in is because my new version wasn't ready in time. I'm sure it will come about in one of the patches or I'll just release my own patch.
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Markus Ramikin's report on 1.6 - main part
VarsityPuppet replied to Markus Ramikin's topic in TSLRCM
Does this include me taking more heat for the 'incompleteness' of the HK factory?