zbyl2

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Everything posted by zbyl2

  1. 4,509 downloads

    This mod adds three BIK movies cut from final release back into the game, nothing big. Restored movies are: 07_3 and 07_4 - Ebon Hawk escaping Sith's fighters. One is pleyd when you escape Taris, another when you arrive to the Star Forge. 05_9 - just before Carth talks to Admiral Dodoona, this movie with Ebon Hawk approaching the Star Forge is played.
  2. It's too early to say how long the planet is, surely longer than Korriban, but not as long as Nar Shaddaa with all its side-quests. Dantooine length, maybe? But I'm just speculating now. Last time I played trough already implemented quests it took me around a hour, I believe, but there's still over half a planet to do, and "last time I played" I only talked to characters I needed to. And I'm not counting any side-quests! There are also numerous ways to do some things, just like on other planets, so if you want to see most of content, you'll have to play mod at least twice.
  3. Yes, Master Vash will be alive and well on the planet, doesn't mean she'll stay that way by the time you take off... You will still have to travel to Korriban - that's where you learn Master Vash went to a mysterious planet called M4-78.
  4. Been awhile, huh? Yes, the mod is still being worked on, progress have been kinda slow lately but it's gonna get faster now. For those who don't know yet, I've taken over as a new project leader, Stoney is still around though, working on some cool stuff for the mod and helping whenever possible : ) Now to actual progress. Main story is pretty much done, some side-quest ideas exist though we're not worrying about those just yet. Very first quest on the planet, also known as "Droid's quest" where you, well, control one of your droid is done and working, as is first part of planet's Industrial Zone - the other part is currently being populated with NPCs, placeables and all other kind of cool stuff. I'm also trying script some random (well, maybe not so random) changes on the planet as player progresses, so you'll be actually able to see how droids do things and go about their business, instead of simply standing around not doing much whole time as it is on most of KotOR's planet. Just a small example of what I'm talking about: As you can see, droids in recharge station changed at some point in a story - idea is that droid on the first screen got recharged enough, while the droids on second screenshot needed to use a station for whatever reason. Careful players will notice more of such changes throughout the planet. Now if I was to guess a percentage of how much is done, I'd say 30% of main quest. That includes dialogs, module editing and all that. I have no idea what else to talk about so I'll just spam with more screenshots and get back to work. Feel free to ask about anything and everything, and don't feel offended if I don't answer your question - I might keep more interesting ones for next "big" progress report, whenever that happens.
  5. zbyl2

    SWTOR Rant

    Lot of work does NOT mean good work. And I would argue about "solid" storyline, but I really don't feel like it to go into details right now. Of course it's "approved canon". So is the new The Clone Wars TV series, which conflicts with existing canon a lot. Everything can be approved canon by "LA teams", as long as it gets enough money. Or Bastila Though this trailer definitely wasn't the best of Hale's voice work... it's on similar level to other VOs I've heard in TOR's videos.
  6. The best way to see what files are installed by TSLRCM installer is to create new, empty folder and install TSLRCM into that folder (did it make sense?) - it won't work (obviously), but you'll be able to see what files were installed. There are too-many-files-to-list installed into override folder. Some are installed into MODULES - they can be easily found, as TSLRCM-modified files use .mod extension, instead of rim/erf as vanilla game does (with the exception of 401DXN and 701KOR - unaltered versions of those files are copied into "backup" folder, created during installation). And then there is dialog.tlk for English version, and some files in LIPS folder, although I don't remember which ones and I'm too lazy to check it out at the moment. Exe was used to make installation easier, for one, and also because it allows to make few separate "versions" to install, depending on language version, which wouldn't be possible (right?) with TSLPatcher. And because it's cooler, too Feel free to ask if it's not detailed enough of if you've got some other questions about installation process, it's no big secret.
  7. Made some updates to mod compatibility list, hope I didn't miss anything. Also, I noticed lot of people here ask about whether the mod is compatible without providing a link - such questions were ignored.
  8. zbyl2

    Escape Mining Facility?

    Part of this quest was used as E3 demo, there's not really much left of it in game files. You can watch part of it here
  9. For now I can tell you that we've got kind of a new version of storyline finished recently, and while there are still some things we'll need to decide on and it still needs tweaking in certain parts, it's pretty good as it is, so we'll be able to continue work faster now You may expect even some kind of progress report in not-so-far future. I hope so, anyway.
  10. He's called n_ls44drd.utc in my (M4-78EP's) 801DRO.mod, but I don't think you can find him anywhere in BIF files if that's what you're looking for.

  11. Kreia's Fall movie (KreMov01) is not modified by TSLRCM in any way...
  12. First post has been updated once again with lot of mods people asked about, though I ignored most of reskins, as I don't see a point of adding them to a list. And again, sorry if I missed something!
  13. zbyl2

    Italian subtitles.

    Seeing how most of cut dialogs were already translated into other languages, I assumed Kaevee's dialog would be translated as well. Seems like it wasn't. If you're willing to translate Kaevee's dialog into italian, feel free to PM me, I'll get your translation into next version or something.
  14. All right, installer checked. 005EBO is not there - for any language version. So 005 issues aren't fixed for english version either... my bad, sorry people. Happens. Will be patched or something. I don't even know I could have missed it - 001 and 002 were added as supposed to, so no idea why I'd miss 005. There are few other english-names in non-english 1.7; all will be fixed with patch/update, whenever that happens. Also, you will notice that most of those issues with non-english versions are on Peragus, which, in a way, is a "new" addition to TSLRCM, so it's possible that it has issues. If some names on other planets lost translation, then it's a real problem. Also, there's really no-way for non-english only issues to arise. Not translated dialog lines - sure, game breaking changes, no way. Modules are basically the same, only dlgs files vary between language versions.
  15. How about deadlystream.com ?
  16. Yeah, it will, definitely. But don't expect rewrite to be done anytime soon...
  17. I have updated first post with lot of mods people asked about and provided link to in this thread, I hope it answers all your questions. If some mod were posted, but are still missing in first post, feel free to ask about them again - I might have missed something.
  18. If game was translated along with voice overs, then VOs will be in "proper" language as well. That of course exclude Kaevee, who's VOs weren't in vanilla game, and some other moments were VOs were edited in some way.
  19. Dialogs will be in whatever language you choose during installation. Italian is one of options.
  20. Yeah it works, I used it once. You'll just need to add more conditional for every species and write proper code to add items, or do whatever you need.

  21. It's actually possible to do, it would require editing lyt file to "merge" part of one module with another... it's too much work for such a small detail though, so yeah, not gonna happen.
  22. I did. Polish words are great for scripts, there's no way anyone else is gonna ever use them so no compatibility issues are possible ;P I stopped naming script this way when working on TSLRCM though, to not confuse people too much.
  23. Spoiler Warning I didn't like TFU ending either. Still, having his ass kicked once was tolerable, seeing him lose to Starkiller again and lose hand (AGAIN) in the process... that's just too much. I said this before and I'll say it again: they better make Vader awesome again in TFU3!
  24. No, Trayus Academy Clothing Fix isn't compatible; it changes rim and erf files anyway, so TSLRCM would overwrite it with our mod files. Though as I recall, VP made similar "fix" for the game which should be compatible with TSLRCM, you may want to look for it.