DarthRevan101

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Posts posted by DarthRevan101


  1. 1 hour ago, Thor110 said:

    Adding a companion to that section, even if just a temporary one is a good idea as it is quite difficult from what I remember.

    With regards to the audio files, I think the steam version can only play .mp3 from what I remember people saying, but I have no problem playing .wav files from the first game in the aspyr version of the game, so it could just be a slight encoding variance or issue or perhaps it can only play .mp3 files from the override folder, I am not too sure on the specifics as I haven't personally encountered the issue so perhaps someone else can fill in the details.

    This seems like the sort of thing I would be tempted to add to the Expanded Galaxy Project, with permission of course, perhaps if you reach out to me on Discord I can offer some assistance with finishing the base mod either way.

    It sounds like you are most of the way there and are just left to tackle a few small issues such as the audio and some scripting issues.

    I started my mod project over 6 years ago and it's still years away from being completed, so don't let that bother you, there are plenty around in similar positions too.

    Please feel free to do anything you like with HK48 (that goes for all of my mods too  - just mentioning because coincidentally i just got asked this about my other mod).  I haven't used discord very much but I did join the Holocron Toolset discord, is that a general KOTOR modding one? (yeah LOL I'm really not a gamer besides the kotors). I'd be happy to talk about it though.

    I've been looking forward to playing Expanded Galaxy for so long btw! It's one of the only mods I've ended up hearing about about during my hiatus from this site

    If I do get time to finally fix this I'm also gonna need to turn my head to my mandalorian mod that's had a game breaking bug in it ever since release.

    • Like 1

  2. Update/Not really an update: I was about 16 when I thought this mod was about 30 minutes away from it's first release, now I'm 23 and it's still in pretty much the same place it was then. I'm not really sure how that happened but I promise it's been haunting me the entire time. Since my last attempt getting back into this about a year ago (could never figure out how to get SithCodec to get the dialog to play on steam),  I've had computer trouble that almost resulted in all the files being permanently lost. That scare would've be the perfect motivation to finally just get it done if it hadn't left me without a laptop or computer that can run games for the foreseeable future.  Because of this I've decided I''m finally just going to release HK-48 as is. I probably should've done this years ago but I kept holding off because every time I was convinced it would be silly to release it incomplete when it's so close to done.

    I don't really like the idea of releasing it incomplete and I'm not expecting anyone to finish it for me or even really anyone to still be interested after so long (willing to bet the guy this was originally a mod request for before i got carried away isn't still around), because someone took the time to do the voice acting for this and did such a good job that I need to upload it just to make sure that work is never lost forever.

    I've attached the folder basically as-is from what I could recover from when I was last tinkering with it. It has the TSLPatcher installer so there shouldn't be much issue getting to play it. I have no idea if the voice lines will play in game, there's several versions of the lines in the attached folder all formatted in different ways by the SithCodec but none worked. I can't remember much specifics so I probably can't be much help. 

    I'll try and tidy up the files and do a proper release for it (would something like this be a modder's resource or can you label unfinished mods on the main page, i can't remember?) because it would be nice for people to see it. Like I said I'm not expecting anyone to finish it for me, but I'll still probably do a run-down in the read me of exactly what needed fixing/finishing and what stuff still needed implementing (iirc it's literally just scripts to position HK-48 properly during the cutscenes - you'll need a door unlocker armband because HK-48 gets stuck behind a locked door). There may be other bugs you come across if you play, if you encounter any please let me know.

     

    TL:DR; I'm still committed to finishing this mod (don't laugh), but nearly losing all the files recently made me think I should upload it as-is so it doesn't get lost forever.

    HK-48 [WIP].zip

    • Like 3

  3. On 7/26/2021 at 4:57 AM, RavinNightBeast said:

    How Does One Let Rulan Live?

    honestly, it's quite awkward: you have to kill a tach and pretend it was him. I know it's silly but the dialog and scripts around Rulan was more complicated than i thought so i just tried to make do (especially for my level of modding). If i can find a better way it'll be in the next update!

    BTW when i next update this mod i might change it so you don't gain any lightside points (as suggested), you just dont get any darkside points. I think that makes more sense in-universe, but i wanted to create an alternative for lightside players so i'm not sure.


  4. 4 minutes ago, Sith Holocron said:

    When it's ready, it's ready. You'll know when that is. ;)

    True. To be honest, there's very little left to compete, it's just been so long for me that I've forgotten how to do it (I think all that's left is some scripts to position HK48 at the right area during cutscenes). I once took some sage advice that I should never ask for voice work until the mod was 100% complete, and here I am several years later, when once I arrogantly thought it was ready at 98%. So, yeah, I def regret not taking that advice. HK-48 means a lot to me personally, so I do promise that I will finish it when I can. I just need to relearn KOTOR modding in the meantime.

    • Like 1

  5. On 2/16/2021 at 10:33 AM, Sith Holocron said:

    Did you not use SithCodec?

    this is new to me, i'll try to figure it out. 

    I don't have much to update since I've just been really busy with life and uni and stuff. That said, it would be such a shame to let this project go to waste, especially since I have such amazing voicework provided by UnusualCharacters. I am committed to finishing and releasing this mod when I can, I just don't really know how soon that will be. 


  6. having some trouble working out how to get the voice to play. right now it just skips like there's no voice files attached, but i don't know how to fix it. the only change is that i now use the Steam version of the game, but otherwise everything's the same from when it did work just fine. i've tried putting the .wav files in StreamVoice and Override but nothing seems to work. Is this a Steam thing or am i misremembering something else?


  7. I really like this idea of enhancing some of the various characters throughout the game. I once thought of doing something similar by giving unique appearances/items to some of the named characters that just look like generic NPCs (the Genoharadan for example). Good luck with it I'm very impressed with what's been done so far!

    • Thanks 1

  8. Quick update at where I'm at with testing: HK-48 is a little too OP so I'm going to take another look his character to make him more balanced. I'm also just learning how to use script parameters so I'm gonna be rewriting some of the scripts to decrease the amount of files and make things a bit smoother. Other than that everything seems to be working just fine, but I've not yet tested all the endings to the HK Factory. Don't want to promise anything yet but I'm really close to getting this finished and released.

    If anyone's interested here's a little look at HK-48: 

     

    • Thanks 1

  9. I've hit a slight problem. I recently reinstalled the game and now when using KotOR Tool for K2 scripts I get an error saying "Value cannot be null. Parameter name item." Since most scripts from K1 work on K2 i should be able to work around it but I'd still like to know what the issue is/

    • Thanks 1

  10. Good news, this project is getting very close to completion. I decided not to edit all the cutscenes, since I couldn't find a way to incorporate HK-48 without it feeling awkward. All I've got left to do is add scripts to those cutscenes to make HK-48 fit in and not get in the way. One thing I'm considering but not certain of, is whether HK-48 should show up on Malachor during the scene where HK-47 kills G0-T0. I assume it wouldn't be that difficult to do but I'm just wondering if it's a good idea.

    • Thanks 2

  11. So I've decided that I'm going to edit at least the important cutscenes to include HK-48, however the problem is that the dialog file hk50.dlg is used other times throughout the game so changing it and putting it in the Override will change all the instances. I'm pretty sure the only way around this is to edit the dialog in the .mod file, but I don't know how best to go about it. Can this kind of thing be done with the TSLPatcher or something similar, or am I just gonna have to remake the .mod file and replace the original?


  12. A thought: what happens if the player is using this HK mod by DarthParametric? Will that mod affect the model of HK-48 in your mod? If it does, are you going to make a unique skin to cover that model?

     

    48 isn't affected by it. 


  13. Oh my!  :blush:

     

    Ready to serve.

     

    That'd be great if you're up for it! 

     

    I'm not sure how much work I've got left, but as it stands the mod is functional (although it's quite awkward and not at all ready to release). Since making this thread I've not been able to dedicate as much time to it as I wanted to but I've got more free time at the moment so there should be much more progress soon. 

     

    The one thing I'm currently dealing with is incorporating HK-48 in to the cutscenes to make the mod a lot smoother which might take a while because of all the possible outcomes. I don't know whether it's worth making it so that the HK-50s speak to/mention HK-48 or just changing them so that 48 doesn't get in the way during important moments (for example, having a party member following HK-47 around during the cutscenes would look a bit weird).

    • Like 1

  14. May I suggest UnusualCharacters for the HK-48 Voice Overs. He can do some really good HK-47 voice-overs.

     

    Agreed. I did actually ask him about this project back when I was working on it the first time, but that was a while ago and what I had planned has changed since then so once I've finished I'll have to ask if he's still up for it.


  15. This was an idea I was messing around with for a bit, and I started working on it more after I saw a request thread for a similar mod quite a few months ago, but that thread seems to have been locked so I thought I should make a new one here. I stopped working on this for a while but I decided to carry on since I thought it was a cool idea.

     

    Basically what this mod intends to do is add a new companion for HK-47 during his time at the HK Factory -  the eponymous HK-48.

     

    A good portion of the work is already done: I've created the character, given him a unique appearance/portrait, spawned him in to the HK Factory, made you able to recruit him, and I've written some dialog for when you talk to him. 

     

    Right now the only issue I'm facing is getting HK-48 to behave in cutscenes since he gets in the way a lot. He also gets stuck behind the door during the big fight against the HK-50s so I'll have to fix that too. As for stuff I'm planning to add, I'm considering whether or not I should edit some of the cutscenes in the HK Factory to mention HK-48. Also, I'm hoping to add him to the scene on Malachor where HK-47 kills G0-T0.

     

    That's it for the moment I'll update the thread when I get new ideas or get more work done. For now, here's some of what I've got already:

     

    JtBIRAv.jpg

    YG6x2iq.jpg

    Jv28Bo4.jpg

     

    • Like 2

  16. So, I know you've said this is K1R compatible, but everything I've tried on two different computers suggests otherwise. Using only K1R and this mod, it doesn't seem to work. When installing Maxis, there are five conflicts, one of which seems to have to do with Suvam. When speaking to Suvam, there is no "Where's Maxis?" dialogue options, so that's effectively all we can get out of this mod

     

    Aside from that, there are still a lot of instances where his mouth doesn't move and a silent line or two, but otherwise, I love this mod. The dark side outcome is freaky as hell

     

    Yeah I've had a few people mention that problem, I'm going to take a closer look at that and fix it when I've got the time. For now, I'd assume that it can be fixed by just copying the yav47_suvam.dlg from tslpatchdata in to your Override. I'm also planning to fix the problems where his mouth doesn't move. Thanks for telling me! 


  17. What about custom clothing such as "sith uniform mod" and or anything that adds clothing?

    Mod looks awesome but I notice alot of the "playable head" or recruitable mods have issues with customized clothing. Only asking, as I would love to equip him with custom clothing. If not possible oh well. Seems well done :D

     

    I'm afraid I'm not sure, if you try it please let me know if it works. 


  18. index.php?app=downloads&module=display&section=screenshot&id=1144

     

    File Name: Mandalorian Armor Pack

    File Submitter: DarthRevan101

    File Submitted: 31 Aug 2017

    File Category: Mods

    TSLRCM Compatible: Yes

     

     

    Mandalorian Armor Pack
    This mod will add a total of 9 new items to TSL - 6 new Mandalorian armors and the 3 vanilla armors available for you to wear. All of them are available in-game without cheats:

     

    Mandalorian Warrior Armor (Vanilla Blue) - Given to PC after you tell Mandalore you've activated the permacrete detonator in the Dxun jungle

     

    Mandalorian Scout Armor (Vanilla Red) - Given to PC while helping Kelborn in the Dxun jungle

     

    Mandalorian Seargent Armor (Vanilla Yellow) - Given to PC after talking to Xarga after finding/killing Kumus

     

    Mandalorian Tech Armor (Orange) - Given to PC after giving Zuka the 3 parts of the Phase Pulse Converter

     

    Mandalorian Battle Armor (Green) - Given to PC after giving the Zakkeg Ear to the gate guard

     

    Mandalorian Private Armor (Purple) - Given to PC once you've proved yourself to Mandalore

     

    Mandalorian Brawler Armor (Light Blue) - Given to PC after defeating Tagren in the battle circle

     

    Mandalorian Camo Armor (Dark Green) - Given to PC after defeating Kelborn in the battle circle

     

    Mandalorian Champion Armor (Gold & Black) - Given to PC after defeating Bralor in the battle circle

     

    This mod will also alter the appearances of some of the Mandalorians found in game to give them these new armors.

     

     

    Click here to download this file


  19. That sounds awesome! Sounds like you'll be making a lot of new scenes if you want to pack that development into the factory. I approve :D Does he know about the HK-50s though, or does HK-47 have to tell him?

     

    He was deactivated not long after the HK-50s were being produced, so he knows they exist but not that they've decided he's obsolete or anything. When he's deactivated in the storage room, he thinks he was in for repairs. 

     

     

    Of course everything I've mentioned in the last few posts are just ideas and might change.


  20. Fighting the HK-50s is what will bring them together for sure. My current idea is that while 47 hates the HK-50s and wants to destroy them, 48 is in total denial that he's obsolete. He's a bit of a hypocrite in the sense that he's quick to call 47 obsolete but can't accept that he is too. I think they'll start off disliking each other but as they progress through the HK Factory 48 will realise they have a common enemy and they'll become closer. Then at Malachor we can have a scene where we see them together as friends.


  21. So I've been doing a little bit of thinking/working on what the relationship between HK-48 and HK-47 should be. My idea so far is that (as a subsequent model of HK droid) HK-48 believes himself to be totally superior to 47, but is still forced to serve him because he's the one who reactivated him. I think that would be an interesting dynamic with the opportunity for some comedic writing.

     

    I'm thinking he should be a bit more deadpan and down-to-earth (as much as a Star Wars character can be) than HK-47 is so there's some contrast between them, but still able to get in a snide remark where able. 

     

    I've not gotten down to any actual writing yet so let me know what you all think of these ideas.


  22.  

    But keeping on topic with this mod what do you need to do in order to get that Sith Ghost and his Tukata Ghost to spawn in the Shyrak Caves? Do you need to see Maxis' Sith Holocron dialogue and the ghost just spawns after that or does the ghost always appear in the caves at all times?

     

    A placeable called "Mysterious Rubble" will spawn once you've convinced Maxis to look for the Holocron. When you interact with the Holocron with Maxis in your party, the ghost will spawn.


  23. That is only "just" too over powered...lol

     

    Unlimited Uses? and 20 in each skill, yeah that is overpowered ;)

     

    I think I'll lower the stats but keep the unlimited items. That way the player doesn't need to worry about equipping or levelling HK-48. I don't think the skills matter too much since they're not gonna be used much (or at all?) in the HK Factory. 

     

    Moving on, has anyone got ideas for dialog for HK-48? Both for recruiting him and for his in-party conversation. I wrote a quick one where you activate him, the 3 HK-50s watching you comment on what you're doing and then he joins you. It seems fine but I'm wondering if that's too basic? Considering how useful HK-48 will be to have in the factory maybe there should be more steps to recruiting him?