VarsityPuppet

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Everything posted by VarsityPuppet

  1. It's enough so people can get an idea of what we're doing. I'd rather people play it and find out what we did. Just enough to lure 'em in.
  2. Seems pretty interesting, but I'm gonna need some fast internet to get it downloaded.
  3. It depends on the ending, I think. Obviously if the Ebon Hawk falls into the chasm, the Exile will end the game by leaving the Trayus Core I guess. It fits into our... plan, trust me.
  4. Hey guys, check the first post of the thread here to see a concise comparison list of TSLRCM's Malachor content and Malachor VI's Malachor content!
  5. Here's a little update for you all, just to let you know we're still working. Actually, we're on a short break (we've been working on a few cutscenes basically all summer)
  6. VarsityPuppet

    1.7?

    You catching a cold there, Hassat?
  7. Thanks Sith Holocron. These mods sure take a long time to make and perfect. December is still a ways away, though I was right about the release date for the Full Force Mod, which was about 1/100th the work amount of this lol. I'd say January/February would be more accurate, but don't hold us to any dates. Also, do note that we are working on this mod, so it's not like we're throwing out dates at random. I mention this because it tends to happen a lot on other forums with other projects.
  8. To be honest, I've always been pretty optimistic in terms of completion times, always underestimating just how long work might take. Back in December when I started this, I figured February would be around the time it was finished, which was of course, wrong. Right now, I would say December is when it *might* be finished, but as I just said, it may take longer.
  9. VarsityPuppet

    1.7?

    You best include the soon-to-be slightly updated HK factory.
  10. Ah, I see your point. It shall be done. The problem is I don't remember the issue and/or the solution in its entirety: it was pretty much lost on the old site. But I do remember that it was on my list of things to fix... somehow. I'll have to talk to Hassat Hunter a bit more or just go over my PMs more carefully. This is true, but then problems arise with other placing of dialogs and it just gets generally messy. Plus, it's a rather large tweak, and I'm not sure Stoney would be up for so much change. I'm open to ideas and rearranging the HK factory, but I'm rather pressed for time, and like I've said before, Stoney is happy with the current state of the HK factory. Suppose I were to make my ultimate version of the HK factory though, it would probably require operating outside of Stoney's mod jurisdiction, which is certainly possible, it just wouldn't be included in the TSLRCM. To make a long story short: I will not change this aspect of the TSLRCM HK factory.
  11. I'm confused a bit as to what you're referring to by 'bad writing'. I mean, gameplay elements aren't really part of the written plot, and I would consider this "Finish up quests and then travel to Malachor" definitely as a gameplay element. Who cares about the side quests: we know that to end the game, traveling to Malachor has to be done. As far as writing, I usually consider the dialogs as the main writing, as the gameplay in between can vary to so many extents. Now, in nowhere did we refer to Kotor 1 as a 'perfect game'. I'm sure everyone would like to think so, but after all, it isn't. I, however, try to use Kotor (and the existing Kotor II content) as a reference for how to build new material. I mean, there are things that we get used to: fights after dialogs, computers performing various security routines, which animations to play to indicate certain actions, etc. That's all I'm saying. If it worked in Kotor1, then all is well.
  12. Stoney's pretty much happy with the HK factory, so I'm your only shot of a modified HK factory. There is dialog to support this, though I never saw downloading the personality core as a particularly important factor for HK-47 (Which is why I didn't use the dialog). It's not as if HK-47 'becomes' and HK-50 upon downloading the behavior core. (dialog cannot support this). At this point, the self-preservation protocols are already deactivated so it doesn't matter that much. I'd say that the point isn't necessarily to show the player the most optimized way to play out the HK factory, my goal is the opposite: make the player think about what can be done to get certain results... and it needs more work. It makes sense in the context of the player - if the player changes his mind, then HK-47 does too, and that's the best that can be done. Well, it was an option originally in the original dialog... the best reason I can think of for it being there is Jediphile's and Hassat Hunter's proposed revision. I'll have to think about it. The dialog isn't really 'enough' to support an idea like this, but I'll keep it in mind anyways.
  13. I refer to DH-010's post as a response to this. Besides, it is cut content, and if I remember correctly, even in Kotor 1 with all of its 'urgency' you still have the option to manually travel to the Star Forge, even if it is the only option at that point. The coordination has always been present, if only hidden from public eyes. In fact, this mod uses at least one cutscene that is in TSLRCM. The general consensus of this mod is that it would overwrite TSLRCM files anyways, so we would just have our own Ravager files overwrite the TSLRCM files. Also, in reference to Atton vs. Disciple and Handmaiden vs. Visas scenes: Bead and I have reached a decision on how to proceed. The option we chose however, we've decided to reveal it in the mod, so you'll have to wait to find out We'll keep you updated. It may be time for a screenshot or two.
  14. That would make a great PotD for Kotorfiles, though it is a bit of an inside joke I guess lol.
  15. I didn't think it would go over so badly. Better games than this have done the exact same thing. And yes, I was a beta tester and then I offered to help with the mod and Stoney gave me the HK factory to work on. Sure, blame me for that computer lock out issue, but has anyone thanked me for the epic HK-51 army? Nope lol Besides, I'm fixing it.
  16. Yeah, there is a lot of junk on kotorfiles, and even Holowan labs - but I always find combing the archive can be good for inspiration and you might even find a mod or two that you didn't know existed before.
  17. Decreased healing on Sith Lords - It won't be completely gone, and besides, we should be depending on mods like Achilles Rebalance to fix issues like that - otherwise they will be way too f***ing hard. It was in my VP modules tweak, which I hosted on Lucasforums and Kotorfiles, which is probably why you may have never seen them (You only come around DeadlyStream, right?) I'll upload them here though, now that you reminded me.
  18. If you initiate the conversation with the HK-50s (near the HK-50 facility) before wrapping things up on the HK-51 side, you will be locked out from using the HK-51 terminal any further. I'm working on resolving this issue, since so many were upset with how that was set up.
  19. Really? That is interesting... I wonder if many have had that problem.
  20. Will do. I was planning on playing through TSLRCM 1.6 today (hopefully a save game from Dantooine won't mess it all up). I'd quickly reach TSLRCM 1.6 Malachor. I guess I never really thought about doing this for some reason.. funny, I know
  21. Also take into consideration that at this point, Atton and/or Handmaiden would have left the party to prepare for each's respective rival on Malachor. To me, this would indicate that Atton or Handmaiden are no longer party members, but this certainly doesn't have to be the case. The other question is, what exactly is the best way to 'choose' which character to control? I mean, without 'blatantly' having a 'Choose your player' sequence? I would not be doing anyone justice if I did not explain the ideas in greater detail. Re-refer to my post for reference. I just want these choices to undergo critical thinking before we make a choice. There are factors in both that are pluses.
  22. Take into consideration though, that which player would be controlled necesarily? Would you control Visas and kill Handmaiden? Would you be the Handmaiden and kill Visas?
  23. Okay, we need audience input, NAO! After weeks and weeks of continuous working, we're just about done with module 904 (The Trayus Core, and more specifically the Party Planning Scene). After this, chronologically, we reach the point where the Exile enters the Trayus Academy and is faced with 2 decisions: Save your friends, or get revenge.... hey that rhymes! Anyways, Bead and I are at each other's figurative throats over how the Atton vs. Disciple and Visas vs. Handmaiden sequences should play out. A common theme up to this point has been non-Exile character gameplay. That is, that you can play as Mira, Atton... basically any of your party members. However, due to certain gameplay aspects like pacing and player choices, we decided it might be better to go a different direction. So here's the options we had decided on: 1 - Have the fight be player controlled - Player would take control of either Visas or Disciple and fight Atton or Handmaiden until they's dead. Pros - More Non-Exile gameplay. Gives player control over party fates through indirect actions (intentionally lose if you want the other person to win). Cons - Non-Exile choice is biased toward victim (you would play as either Visas/Disciple to kill Handmaiden/Atton.) To have Handmaiden/Atton win, you would have to intentionally lose as Visas/Disciple. 2 - Have the fight not be player controlled - the attacker wins (Atton/Handmaiden) and the Exile walks in to see them over the dead body of his/her rival. The Exile then has to fight Atton/Handmaiden and kill them. Pros - To simulate real life, the outcome is beyond the player's control. Deaths would create a very tragic tone for the story. Cons - The outcome is somewhat fixed (Visas/Disciple would always die. To be fair, we assume that Atton/Handmaiden would have received some Sith training from Kreia or the Academy in general, and the player can 'control' the outcome to an extent by influencing party members correctly beforehand.) 3 - Same as above, just with an added option that the attacker loses instead (which would be based on... something I'm sure). Don't know what would happen after that though. Pros - same as 2, with a bit more variation/choice Cons - Can't think of a way to determine a winner. If you have any comments about these ideas or for that matter, any other ideas, please chime in. We are begging for feedback. The real issue here is choice - both Bead and I generally agree that choice is a must, but on this we disagree. It is true, that once certain things are set in motion, they cannot be stopped (Atton/Handmaiden defecting), but should such a thing always result in Visas/Disciple's death? There are things in TSL's story that happen no matter what, but should this be the case here? While the tragedy of option 2 has a nice effect, part of me also would really want to see what would happen if Visas/Disciple won. That said, would having the player play as a character he/she possibly doesn't like be a good thing? While it does give indirect choice in choosing your party's fate, is this a good thing? What it boils down to - from a gaming point of view: Should the player(not the Exile, the player of the game) have the choice over who lives and who dies?
  24. I enjoy SithSpecter's more, but that's not to say that this is a bad mod.