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Everything posted by todevuch
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- 5 comments
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- 4
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- cloaked
- jedi robes
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(and 4 more)
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A very interesting idea! When I passed kotor 2 during my youth, it was an unpleasant surprise for me that I did not get there, because I did not do good or evil enough. This game condition looks delusional, since the condition for entering the tomb designated Kreia (sufficient character strength, experience) does not depend on whether a Jedi, a gray Jedi or a Sith is the main game character.
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- 21 comments
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- cruiser
- deadlystream
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(and 4 more)
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For me personally, if the restored content is installed on the game, its assortment is very rich. I, too, literally cannot reproduce the names of the crystals, but there were very powerful crystals (spherical red, ore, blue crystal and many others), as well as the mantles of knights and Jedi masters. Check it out next time, it really is.
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In my opinion, this is a very good idea, and I would advise the author, when updating this modification, to add in addition to the honest brother-trader Duros, also a fix for the assortment of the main collector of Jedi artifacts on Dantooine (dressed in durustal armor), since with TSLRCM her assortment includes all the unique crystals and stones that, in a normal game, we can not find at all-only after passing a huge part of the game (for example, the room of Queen Onderon in her palace, where the container requires a great hacking skill). In addition, there are also robes of knights and Jedi masters in the assortment, which are extremely rare in a normal game and finding such a robe in the first half of the game is a great success. At one time, I was content with only the mantle of the gray Jedi, because I could not find anything else. I want to add to what has been said that in TSLRCM, the generator for finding random things in boxes and containers works more cheat-like, where we can find valuable things early enough. For example, the mantle of a Jedi master in a normal game could only be found by removing the bodies of the slain Sith lords (during the war on Onderon and its moon). While in TSLRCM, it was quite possible to find it in the sublevel of the Jedi enclave, passing Dantooine by the first planet. Of course, this would be rare, but such a practice exists. A more obvious example is Nar Shaddaa. There was a time when my hero killed the master of Vrook only because of his mantle, which, in fact, could only be removed without problems from him. Nothing drops out from other masters (not to mention the elements of the lightsaber or the lightsabers themselves, if the elements have already been found and the zabrak has collected us a lightsaber). By the way, there are a lot of cases in TSLRCM when we get a lightsaber, which discredits this Jedi weapon, because in the first half of the game we can play without a lightsaber at all. And what is our surprise and incredible feelings when we get the first lightsaber. The emotions are similar to those when Revan collected a lightsaber in kotor. In TSLRCM, the fate of the lightsaber is not enviable - it is devalued and turns into junk. I fully support the idea of limiting things in TSLRCM!
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Yes, yes, yes, you are right, a blue robe would be very appropriate here, since in the courtyard of the Jedi Enclave, all Jedi are, if you install a modification (I do not remember, @DarthParametricpointed to it in the comments under some modification, perhaps even yours), which dresses all Jedi in the courtyard in PC-accessible robes. Moreover, they are all brown (brown) in color. Blue will add variety and blend with her textures. Your update will allow us to revise the order of passage of the planets to see Yutura and Kel (I can't remember the last name), which we can return to the light side. It is a pity that Mikel is absent from the enclave, whom we can also save from the crazy former master of the academy.
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@JCarter426, Excellent! If you had not done this, I would have done it in my modification, which I would like to eliminate technical and logical problems on Dantooine. By the way, Yuthura Ban's model looks as if on the dark side of power (pale skin, eyes and other elements), it would be possible not only to add a Jedi robe to her, not dark, of course, but also to change its line (or make it more simple - add a new line) in appearance.2da and heads.2da files, adding new textures that can be borrowed from @Ferc Kast with his permission. This will combine with Yuthura's final redemption and return to the bright side. You can, by the way, make a second alternative, but the usual addition of a dark robe.
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Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
todevuch commented on DarthParametric's file in Mods
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@Effix, By the way, I'm your fan! You have great modifications! You have a lot of publications in your steam workshop (my favorite is Bao-Dur (reskin in the style of Darth Maul, but also in yellow and gray)). I especially like the quality and thoroughness of the elements. Especially female versions of characters (which is not surprising, because I am a man). My range of knowledge is even more limited. I concentrate on ready-made models and textures, and mainly deal with changes to 2da files, including by eliminating actual or logical errors. A lot of my modifications on the site are in need of improvement, ahaha, because I have acquired the necessary knowledge only recently. I will deal with this after implementing all the ideas I have now.
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@Sith Holocron, I'm interested in this mod
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@Sith Holocron, Thank you! I would be very grateful if you do that @Sith Holocron, Sorry to bother you, but please ask Shem for access to all textures in his mod. I just got an idea. Due to the problem of not being able to add new armor, you should be limited to the skin of a specific NPC, but I forgot that you can do separate things for Revan and his fellow Jedi, using new skins as their basis, but using the lines of the heads of Revan and the Jedi fellows. Of course, there is a problem with the multiplicity of lines of characters that we can play, but I can make a version for many of them, as well as, upon people's request, make new lines for individual mods. In general, even I myself am intrigued by the result. For a long time I could not put several thoughts in my head at the same time, but now I have an accurate picture of what needs to be done here and now, the main thing is time.
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Solution found! 1. In the case of displaying hats, the solution is suggested in this thread. 2. In the case of the shield, there were problems with a third-party modification that affected the original energy shield.
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@Effix, Thank you! I was thinking about this by the way yesterday when I was trying to figure it out by comparing this file and the "sith_app" file and decided to try again today but saw your recommendation. Now I'll try to do what you said. @Effix, I checked a variation of your solution. You were right! Headwear is no longer reflected on NPCs. Your help has helped me keep working on my mod! Thank you! I will definitely indicate you in the section of special thanks when writing a description of my modification.
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Hello everyone! Can anyone suggest how to disable the option to display masks and other hats in the mdl head file (as implemented, for example, in the sith_app file owned by a bald Sith NPC)? n_dkjh02.mdl.ascii n_dkjh02.mdx n_dkjh02.mdl
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Hello everyone! I am being inspired by modifications JC's Fashion Line I: Cloaked Jedi Robes for K1 and Dark Jedi Wear Robes decided that, why not bring the wonderful armor of the Sith masters from Kotor 2: to Kotor 1, where it could, how to replace the original the armor of the Sith Masters (in-game name - sith apprentice) and Darth Bandon. I would like to borrow the textures of the Darth Bandon armor and pictures with the permission of the author @Shem. At the same time, I would also like to create two uti files that would allow Revan and Jolie Bindo (or only Revan), it depends on the characteristics of the armor itself, let's say the requirements for pumping the light armor skill)) wear the armor of the master (original texture N_DarkJHiM) and Darth Bandon. However, as we know, it is not possible to add new lines of clothing or armor in the game, but only to change the existing ones. This option is no good. So I decided that I could just make the armor skin of the new characters in the new "appearance" lines, plus make changes to the "heads" file. The head / mask for the first armor is made up of in-game files from kotor 2: n_dkjh02.mdl and n_dkjh02.mdx, as well as the texture N_DkJ2H01. For the second Darth Bandon armor, I would like to borrow the head files of a Dark Jedi in a Sith Lord mask from the Dark Jedi Wear Robes modification (because the texture itself is very black on the armor and the head will fit perfectly), the author of @DarthParametric (if he allows (Honestly, I was waiting for him to do something similar from what I propose now, taking into account that he also loves such an embodiment of the Sith)). In addition to the fact that this armor would have a gender restriction (only for male characters), there could be another restriction that would work after donning a Sith mask, the model and textures of which could be borrowed from Flammenwerfer: The Sith Mask (and converted to replace original Sith mask). But this, I think, is impossible, and even with this option, no other headdress could be worn. The armor itself could be obtained in two places - the first version can be removed from the body of Uthar Wynn, because it is completely dishonest that from it, from the values, you can only take loans, and there is no lightsaber or any Sith clothing. In addition, @JCarter426 has already created the prerequisites for this and dressed the master of the academy in the armor of the Sith, which is very compatible with my proposal. The second option (darker) could appear in Darth Bandon's equipment and we could put on his new armor, but technically it is still a skin of the model and textures of dark armor and models and textures of the head of a Dark Jedi from the DarthParametric modification. In addition, @DarthParametric also made a very correct decision, in its modification, putting on armor on the Sith master on Manaan, as was implemented by the developers on Taris. Alternatively, the Sith masters on Taris and Manaan could be assigned a new number for the proposed npc in the "appearance" file, thanks to which they technically changed to new npc. This can be done with many of the Sith Masters in the game. But as I think it is best to replace the Sith Masters in: 1) the first location, because it is nameless and does not carry any semantic load in order to bare its face, moreover, such a beginning can warm up our interest in getting this armor as soon as possible - such an expectation will add interest in the game; 2) the location of the dark lands on Kashyyyk, where Darth Bandon travels with the Sith masters near the lift (I don't remember exactly, because my Darth Bandon appeared in Manaan to replace @DarthParametric in his modification. Perhaps he did so); 3) other places (although, as for me, the rest of the Sith are important and we enter into a dialogue with them). It would seem that there were no problems with porting and the model and textures feel comfortable in kotor 1 (thanks a lot @JCarter426 for the supermodel!), However, it seemed to me that the fact that I did not change any words and symbols in the mdl file when using the mdledit_v1.0.3 program, affected the fact that the new files of the Sith master do not work correctly: he cannot activate the energy shield, and he also puts on the nerve protection bandage, which is in the inventory of the Sith governor on Taris (for example, this NPC): It seems that the option with the shield was initially absent, because I do not remember that they used it in kotor 2, or maybe there are compatibility problems. Most likely there are other problems of this kind that require resolution, because it is assumed that the same operations will be performed by Revan when he puts on this armor (skin). Does anyone know what can help in my situation? I would be very grateful! P.S. Technically, the part of the modification that is responsible for the introduction of two new armor will be implemented in the same way as in this modification (I put its screenshot inside for review): Attention! The texture of the armor of the Sith Masters and Darth Bandon are not the same as the armor itself, which is technically a skin (as in the case of the Mandalorian armor (variant from this modification). These are two different things! As a result, we will have: 1) new models and textures for the torso of Sith Masters, Darth Bandon and those who have this appearance under the influence of other modifications (Uthar Wynn, Dark Jedi Master in Manaan); 2) two new types of NPCs - Sith Masters from kotor 2, which will replace some of the Sith Masters in the original game (FOR example, at the beginning of the game on the Republic ship and in the dark lands of Kashyyyk, if we meet Darth Bandon there). In the game itself, it is recommended to use only the first type in order to betray the uniqueness of Darth Bandon himself, no one except him has to wear his armor! Otherwise, he will send a lightning of power towards the dissident creature! Ahaha, and no matter how ironic, but it will be possible to pick it up only from his cold corpse. Ahaha. The second type of npc is useful for the second uti file; 3) the armor itself - two uti files referring to two types of NPCs and for the duration of wearing we will be them + it will be possible to wear a Sith mask from the above modification.
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@JCarter426, By the way, your modification can be supplemented with a wonderful addition - the addition of a script that would be implemented when you put on Canderous one of your Mandalorian armor, while you need to have two versions of the Canderous voice at once - one, original, without a helmet and armor, and the second - muffled, when he's in armor. You can also craft a dark version of the Mandalorian armor crafted from beskar that Canderous can wear. At the same time, it is necessary to prohibit the wearing of this armor (blue, red, yellow and black) to other party members, incl. Map. After all, they are not Mandalorians (well, Revan can be - he is a dark lord of the Sith, ahaha) After all, it's easier to create several alternative replicas of Revan when we transfer to managing him (what? No problem? Done! And so on, there are not so many of them, because in during dialogues he is silent).
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@Salk, Good day. Thank you for your comment! Applied to the first part of your question. I partially agree with you. The fact is that the nature of the service of individual NPCs at the base is categorically incomprehensible. If we take, for example, a technician from the next room, then he is wearing a uniform, therefore he is a military man. Plus, civil servants also have uniforms that they rarely wear (at least in my homeland - Russia, in the case of the judicial system (all employees, except for judges, who wear robes during a trial), but in other countries, maybe be a different situation). I proceeded from the fact that in Manaan an employee wears a uniform, although it does exactly the same function. It turns out that there is a mess on the Sith base on Taris! It seems to me quite absurd that they put in a hallway based on a person (twilek), which is negatively disposed towards them. It turns out that they have a shortage of service personnel, which is indirectly confirmed by the words of the guard at the elevator, about the difficulties in clearing the slums of the lower city from bandits. I will make, as time will be, a separate version and publish it in the next update, because you are somewhat right. I'll add a club to her arsenal. Now for the second part of your question. By the way, since the twilek is civilian, then her clothes should be ordinary, like the citizens of the planet. Everything is simple here. When we arrive at the embassy of the republic, Revan finds himself in a hopeless situation: we need to help the Republicans get the droid tablet at the Sith base, which we can do in three ways, to choose from (Convince the spy to tell the base password so that the Sith diplomat will let us there - you need persuasion skill and the correct order of interrogation; pick up the code from the base ( it is very easy to do this); to penetrate into the far left hangar, guarded by the Sith, the code from which the ambassador of the republic will give us. This is the third option. Moreover, he is very loyal on the part of the developers. After all, we can get into the base and destroy all the Sith, before we take the quest from the Selkat about the disappearance of young Selkat. Indeed, without this task, the doors to the part of the base where the Sith trainings take place will not open for us (a selkat will appear that will enter there). Applied to the third part of your question. Perhaps there were difficulties with translation. This is not about replacing Saul Karath in the literal sense, but about the fact that after his death, which will be inevitable in the plot, his place is taken by a new admiral, presented on the cut-scene (fourth video clip).