Kexikus

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Everything posted by Kexikus

  1. Oups... It is now. Making a mod like this wouldn't be too hard but I'll go with Juhani instead That's going to be possible with my mod.
  2. I've been working on this mod for a while and you probably know what it'll be about from the title but let me start with a short introduction anyway^^ There are two things that bother me about playing K1 as a dark side character: First of all, there is no dark jedi companion. Secondly, you have to kill Juhani if you want to keep to the dark side, meaning that you miss a Jedi companion and that's not really what you want... The obvious solution: Make Juhani recruitable as a dark Jedi And since many people expect that they'll be able to do that when getting to said scene anyway, I thought I'd make a mod allowing you to do that. Sadly I can't really show you that much, but here's a picture of Juhanis character screen: In the end, you will be able to recruit dark side Juhani in two steps. You have to initiate the mod when meeting her on Dantooine and then actually recruit her on another planet (I won't spoil which one). She will then be a dark Jedi obviously, with edited dialogue to fit her "new" character. There will also be consequences for the endgame, her companion quest etc. Additionally I made two new robes, one dark and one light, that you get when recruiting Juhani (you can see the dark side version in the screenshot above). At the moment, everything from the initiation on Dantooine to the actual recruitment is done except for voice overs and lipsync (and a few very tiny issues). I intend to add both of those, but for now I'll show you the Dantooine part without voices: I hope you like it and I'll keep you updated on my progress, but since there's not much I can actually show you, there won't be that many updates.
  3. You could make me the models I asked about in my post above yours Other than that all that there's nothing you can do. The release shouldn't be that far away either and I won't do an alpha release.
  4. I also prefer version 1. One issue I have with it though is that the ground texture has a different color than the grass making it pretty obvious that there is no "3d" grass in the distance. I'm also not a big fan of the brown rocks in the second picture, they just feel out of place to me. Other than that it looks amazing already And one more question: Will there be an autumn version with colors closer to vanilla? (I would probably not use it but I was wondering^^)
  5. Well, the tossed the entire expanded universe aside two years ago or so... The movies are obviously still canon, so are the TV series since The Clone Wars (aka TCW and Rebels), all books since A New Dawn and all Marvel Comics + Son of Dathomir. Every older book, comic or videogame is no longer considered in any way, including the Kotor games and TOR.
  6. Version 3.0 feedback incoming The color changing animation in the swoop registration looks awesome. So does the new hotel sign, even though the text doesn't make sense in my eyes xD I also like the aquarium animation but I still think it'd be better if it wouldn't blend out. My suggestion would be to use the part where the fish are not seen as background but give it a slight blue touch and then have fish swim on top of that all the time. And as a background cubemap I would then go for something that gives the impression of an underwater scene. Then I'd also replace the animated lights on the second hotel wall, probably with either the animation from the swoop registration but in green-blue or with rising bubbles. And finally I'd try switching the two textures to have the "aquarium" on the short wall and the bubbles/whatever on the longer wall. And finally, there are two textures I noted that are not updated with your pack. I guess that's because they are placeables used on several planets and I might even have mentioned them before but I thought I'd let you know (again^^): There is a food vendor in the hangar area and the food presentation is not updated. And then there are the desks used in the Republic embassy that also still have their vanilla textures (I think).
  7. Oh, I thought you wanted to simulate real windows^^ For a screen you can do whatever you want of course. I'd still try something like a stylized ocean. Maybe something like this: http://i.imgur.com/sFB04HF.jpg (Animus from AC IV: Black Flag). Would be cooler if you could animate it but might still look cool.
  8. I get what you mean (and I saw the cubemap before^^), but I still don't think that the transition from aquarium (or whatever) to nothing is a good idea. If you go with the aquarium animation maybe you could make it look like these are windows and the fish are hologramms projected onto those windows. Maybe give the glass a slight blue touch and have only the fish/bubbles/whatever on it so that you can still see "through" it. However, I think that rain is not really a good idea, as there is no sign of rain at all when you go into the open areas of Manaan. You could also try and use the windows as one big screen with an underwater scene shown on it, though I'm not sure if that's possible with a cubemap. Windows and city behind them might work better then. Is it possible to animate the cubemap you used as background there?
  9. The aquarium animation is pretty cool. I would however remove the effect of it disappearing and reappearing. That effect just makes it too obvious again that it's a repeating texture. I think that going for animations that look like stylized versions of water stuff works best here. They can hide the repetition of the texture quite well and make totally sense to be on Manaan. You have two walls in the hotel with possibly different animations, right? Maybe you could use the aquarium (without the effect I mentioned above) for the large one and the first animation from a few posts earlier for the small one. You could also try and make the latter look a little more like bubbles rising in water to fit the theme of the aquarium animation.
  10. The first one is awesome And I take back my idea to add text^^ Just leave it as it is.
  11. Asking the same question twice doesn't help, but reading the description does. The answer is no.
  12. I've got a request for all the model makers out there. Right now, my pack replaces every backdrop or skybox texture with two exceptions. That's not too big of a deal as those two look quite good in their vanilla version but I'd still like to replace them. But to do that I'd need a custom model I can then render for the textures and that's my request. If anyone wants to make those, let me know Here are the two (actually three) textures I was talking about, showing which models I need: They are used as backdrops on Manaan if that's important in any way.
  13. No problem. Maybe I'll give it a shot some day Or is that Bullshilt mod still available somewhere?
  14. Glad to see this mod is back Is there any possibility for a K1 version where you get that saber in the Dantooine academy?
  15. Yeah, having GIT files in the Override resets the area every time you re-enter it, including the loading of save files. So doing that is a really bad idea unless you're only testing something. Good to know that ARE files don't have that problem though.
  16. I've run into a little problem. For something I'm working on I made a new baseitem that uses the clothing model but has the Max Dexterity bonus of 8, just like Jedi Master Robes. Since the items I'm making from this are only wearable by one character and are supposed to use this characters clothing model I don't have to worry about different looks for different characters. Then I made the texture and decided that I wanted to add some reflectivity to it, so I made the parts I want to be reflective transparent in the alpha channel and created a .txi file of the same name as the texture that says: envmaptexture mycube Then I put everything into the Override and equipped the new robe. The problem is that the reflections don't work, the model is transparent instead. I tried other cubemaps like CM_baremetal, but that didn't work either. I even tried and changed Juhanis envmap to mycube in appearance.2da but that didn't do anything either. So I just have no clue what else I could try. If you have any ideas please let me know
  17. I looked into it but sadly there's nothing that's really of use there. The only thing that happens there is that the MinOneHP is set to false so that the Sith is killed by the next Jedi attack. The Jedi is then killed by the Death Effect as described by FS. I still took inspiration from it though by setting MinOneHP to false aswell and additionally setting the maximum hit points to 1 as a failsafe. Setting only the current hit points would be better but I still have no idea how to do that. I'll look into that. Maybe there's something to be found. Thanks, both of you Edit: These scripts were really quite useful. I found a way to set the current HP to 1. They also used the CutsceneAttack command, but I don't think I need this any longer and it wasn't really helpful anyway, as the animation was only described by a number and I don't feel like guessing until I find the animation I want xD
  18. I only know of a mod that removes the different sizes from K1^^
  19. Printing the position to the log should be possible and is most likely very easy, but sadly I don't know how to do it :/ Oh, and about that script part I showed you: The || is a logical "or". I probably should have explained that^^ And I know how you feel about the scripts, I'm doing the same right now and it's so hard to find some stuff...
  20. Maybe you could get the exact position from the dummy before destroying it and then spawn your new dummy in that position. If that doesn't work I have no idea what to do. The only reason I can think of that's causing your issues would be that the dummy model and the model you use have different origin coordinates in their model, resulting in their different placement when spawned at the same place. Also, as a sidenote, you could probably make your scripts shorter by using this: if(GetAppearanceType(oPC) == #2DAMEMORY2# || GetAppearanceType(oPC) == #2DAMEMORY3# || GetAppearanceType(oPC) == #2DAMEMORY4#) And I really like the animated texture, it looks great
  21. There will be a different perspective for the fight and I already know how to set up cameras for that. But there won't be any animated cameras of slow-mos. I don't like the latter and both wouldn't be worth the trouble for a really short scene I think. I'll try that, thank you One question however, instead of using EffectDeath to kill the NPC, is there a way to force the other one to do a certain attack with predetermined outcome? That way the NPC wouldn't just die out of nowhere^^ Also, is there a way to set the current HP of a character? Edit: I tried what you suggested but the problem is that they'll only start fighting once the conversation is over, but I want them to fight in the cutscene. Am I missing something or would this require another script? Edit 2: Nevermind, found what I needed to make them fight during the conversation^^ This link proved useful after all: http://www.lucasforums.com/showthread.php?t=185102 My other questions remain however.
  22. Well, I only change the SunFogColor and SunFogFar settings in some modules and I'm fairly certain that the .are files I edited are only used by one module, so it should be okay to place them in the Override. Thanks for the explanation
  23. I've been able to do some things with those tips already, but I have another question. What I want to do is make 2 NPCs fight each other in a cutscene, basically in the following way: You talk to them, they start fighting for a short while, NPC1 kills NPC2 and you continue to talk to NPC1. I assume that I'd simply make the dialogue including an empty entry where I want them to fight and then use a script to make them fight, but I couldn't figure out how to make that script. My guess was the CutsceneAttack but I couldn't make that work. If anyone has any tips, I'd be grateful
  24. I've been modifying some .are files for my skybox texture pack and I've always placed them into my Override. As of yet I haven't noticed any problems with doing that. But I also remembered that .git files are something that shouldn't be placed into the Override and since both file types edit entire modules I'm now wondering if anyone knows for certain if .are files in the Override cause problems. Thanks for any help