Kexikus

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Everything posted by Kexikus

  1. So, yesterday I finished M4-78 for the very first time. And I really really enjoyed it. But just like in any other project/mod, there were things that could be improved in my opinion. I know that not everything I'm going to suggest is possible in a manageable amount of time, but I'm still going to leave my opinion here just in case Also, the following might sound like I didn't like the mod. That's not true, I liked it, but it's just way easier to write about things I don't like^^ Anyway, here's what I'd change: The most obvious thing I'd fix is probably the voice-overs. They sadly range from amazing to horrible :/ And with them I'd also change the writing, as there were some things that sounded kinda wrong. That was pretty rare though. Gameplay-wise if you want to call it that, I'd only change some journal entries so that they help finding the droid you're looking for. They were always saying something like "Go to IS-O2", but I had a hard time remembering who IS-O2 and the other droids were. So, something like "Go to IS-O2 in the whatever-section" might be better. Also, I think the journal entries in vanilla always say "You should do..." and some of those in M4-78 were worded differently "Do...!". That could be fixed too. But I think the biggest issue I had was with the level design. Some sections (the behavior cores, the end of the industrial section, the landing arm) were great but others just felt lifeless. They did not look like something that someone would ever build, but were just corridors created for a game. Add stuff like droid production with melting areas, conveyor belts etc. You could actually see the droids being built. Or add empty barracks for the colonists. Or stuff like holotrees and some kind of futuristic air cleaning in the environmental zone. Just something to make the area look like an actual colony and not just like random buildings. And the last minor thing is that I'd add map markers for the escort droids. That's it. As I said, these are just ideas to make a great mod even better
  2. Yes. You only need this patch for the 4CD version.
  3. Just finished M4-78 for the first time. It might not be flawless but it was a great experience, thanks for that :)

  4. What you did with Azgath N'Dul's Tomb should work. The errors thrown by the Jedi Temple installations are caused by conflicts with M4-78 EP. What you need is this compability patch. The order of installation is M4-78, then Jedi Temple (ignoring the errors) and then the compability patch. But read the patch Read-Me to make sure you do everything right
  5. Even if they do change the same .git file, they still might be compatible depending on whether or not they change the same part of the .git file. In any case, you'd have to install K1R first. But yeah, you need someone else to tell you if they edit the same .git^^
  6. I'll quote Sith Holocron from this thread: http://deadlystream.com/forum/topic/2390-read-me-second-information-for-those-posting-errors-glitches/ "Posting the questions and answers is now a requirement for bug posting. Bug-fixing will considered only on the most recent versions of TSLRCM and/or M4-78 EP." So please, do post the questions from the linked thread and your answers
  7. If the K1 Enhancement pack uses TSLPatcher for installation and modifies files inside the .mod files instead of replacing the entire file, they might very well be compatible. Of course, both mods could still edit the same thing in the same file and thus be incompatible but the only way to find out is probably to try as checking the entire changes.ini files for both of them would take ages.
  8. I encountered two small bugs in the environmental zone: The door opening animation is shorter than the actual opening time so that even after it looks open, you can't walk through for several seconds. And in the minefield, the leftmost mines are floating in the air. Both are far from gamebreaking and are only mild annoyances but I thought I'd let you know
  9. That key would be to have <FullName> in the item name, but this doesn't work in K1 :/
  10. Install the patches first until your game is completely updated, then install widescreen patches, then TSLRCM, then other mods.
  11. Well, since this is for K1 and Duplisaber for TSL, we won't even have competition from each other^^ To use the player name you need the <FullName> String token. Sadly, this token works only in very few places in K1 and item names / descriptions are not part of this. Obsidian improved on that for TSL so that it's possible there.
  12. Kexikus

    Requests

    It's always possible to make it work in some way, but DarthTyren has stated several times that he won't do it for the reason stated above.
  13. Kexikus

    Requests

    Only Disciple and Handmaiden since having Mira and Hanharr at the same time makes no sense storywise.
  14. Probably because your question has only been up for 17 hours when you bumped the thread and probably because those who read your question simply don't know the answer (like me). I'd just install it as it probably can't hurt.
  15. That's pretty much what I'd do, yes. I only wanted to know if people would prefer a second workbench or this method.
  16. What is the final line of dialog exactly? Maybe it's possible to splice a new line together that replaces "he" with "she" or something relatively easy.
  17. I was talking about the interface, not the model. The problem is that the new lightsaber hilt construction has to be done somewhere but the workbench in K1 has an actual GUI screen where you choose what to do (upgrade, construct etc), so I can't simply add it in there as I'd be able to do in TSL. It is probably possible to replace this screen with a computer dialog and then add the new version, but I don't know if it is. The alternative is to add a second workbench that gives access to the new mechanic. But in order for that one to feel somewhat less annoying, it should probably have the option to upgrade lightsabers the vanilla way as well. But the question still remains: Two workbenches or one (if one is possible)?
  18. I'm not actually sure if the following qualifies as Work in Progress, as it's more in the planing and testing stage, but that'll hopefully change soon. Anyway, here's what this is about: Several months back, Kaidon Jorn released Revans canonical saber for TSL and I immediately wanted to have this one in K1 as well, so I asked him if I were allowed to port it and wanted to make a small mod where this is the first saber you get on Dantooine. I managed to get it ingame, learned that calling it "PlayerName's lightsaber" won't work, but I never finished it up. The reason for that (apart from lazyness and reduced modding activity on my side...) was that I had to figure out a way to let the player change the sabercolor without changing the hilt. Most mods that introduce unique saberhilts either have them in one color only, or give you one colorcrystal per color. The first option obviously doesn't satisfy my needs and the second one makes the unique hilt quite not-unique. My first idea to fix that was to add new columns to upcrystals.2da so that each column corresponds to one hilt, but that didn't work. Sithspecter then suggested to make dummy-hilt items that need to be combined with color crystals to be used as color crystal items for saber upgrades. This certainly isn't a perfect solution, but I think it's the best thing possible within KotOR. But it also is quite a lot of work for only one hilt and so this mod idea was born. Why not make every lightsaber (hilt) work this way and while working on that why not add unique hilts for all unique characters? Since I don't know anything about model-making, this is where I certainly need help. But I also could use opinions on some other aspects of this mod: Who should get a unique hilt? Revan, Bastila, Juhani, Jolee and Malak are probably a given. Bandon, Yuthura and Uthar should probably have one too. Anyone else? Should there be "normal" hilts or should those still be color crystal dependent? The next question is, where do you combine hilt and crystal items? The obvious place would be the workbench, but it has a fixed interface where it's probably impossible to add another option. Also, DarthParametric made a really cool lightsaber workbench (which you can see along with the growing ideas of this mod here: http://deadlystream.com/forum/topic/4022-adding-columns-to-2da-files/ ). So, should a new workbench be used? Pro: Great model Pro: The vanilla workbench doesn't have to be changed (and I don't know if changing the vanilla workbench would be possible) Con: You now have two workbenches to go to (part of that could be improved by allowing access to the vanilla lightsaber upgrade screen from the new workbench Con: New workbenches need to be placed in different places Also, is it possible to make a new GUI? Or has everything to be done with computer dialog? As you can see, there are quite a few decisions to be made and I don't know if everything will even be possible, but I'd say that this mod would still be worth it. It would also allow to easily add stuff like lightsaber pikes that could still be upgradable. Let me know what you think and some day I might actually start working on this mod^^
  19. You said you figured it out, but just for the record: You changed the file ending while you had to change the file name, i.e. darthband_h.mdl to PMBJM.mdl. If you did that, you should actually be able to see them ingame already without 2da editing by simply giving your character the Starforge robe (not sure if the dark or light side one though). One thing that seems a little odd is the model name however. Are you sure that's the body model for Darth Bandon and not the head? I'm asking because of the _h at the end.
  20. Cool video and very interesting I hope you continue to show the great work you did with Malachor VI and hopefully someday someone will pick it up and finish it
  21. Here is a basic tutorial on how to make custom armor: http://www.lucasforums.com/showthread.php?t=143176 Maybe it can help you And in theory, what you want to do is to find the armor you get from Bandon and replace its model with the original Darth Bandon armor. You probably figured that out by yourself, but I sadly can't help you more than that^^
  22. Kexikus

    Requests

    I'm certainly no script guru, but I'd say that the ActionUnequipItem unequips the robe the player had prievously before ActionEquipItem equips the player with the generic Jedi robe. So I'd guess that by replacing these two scripts with "empty" scripts, the player should be able to keep his robe for the LS ending.
  23. Well, there are in prinicipal two ways to place them there: Either add a script to some conversation or with a trigger that spawns the container or add the container to the .git file of the module. In the first case you could control when the container is spawned exactly but I'd say that if this isn't what you need, the second way would be the better way. So yeah, what do you need?^^ Also, why not just replace the Revan robe you get on the Starforge if I may ask?
  24. Is it known why these files cause crashes? Or what specific edits to them are responsible? And is that only an issue when using them with K1R or also in vanilla?
  25. If there were, it'd probably be fixed in the mod But if you can provide a list of your mods, we could try to figure out which one might be messing with this part of the game.