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Impressions of M4-78 EP (Version 1.2 only)
flighty0 replied to Sith Holocron's topic in M4-78 Enhancement Project
I just played through the m4-78 planet mod after not having played KotOR 2 for 2 years. The main thing I found negative about M4-78 was the fact that, rather than a restored planet, it felt like a fan made planet mod. Now this might just seem ridiculous because a lot of the content was fan made, but I'll explain myself. For this mod to be good, it needs to feel integrated into the game, and here are some reasons why it doesn't seem like it's good enough to be in the game. First off, the intro and outro cutscenes (for arriving and leaving the planet) are in 16:9. Why is this? All the other prerendered .bik/s are in 21:9 (or something similiar). I don't see why you would want to use a different aspect ratio, it makes it stick out like a sore thumb, and doesn't seem to fit in, I think they should be rendered out in 1280x540 (black bars not squished in). I can do this if no one else can be bothered. Secondly the poor voice acting. While I appreciate the effort people went into voicing these characters, it just wasn't up to par with the rest of the characters' voice acting from the actual game. And the thing that annoyed me the MOST, with the voice acting, is that the effect added to the voice overs for the protocol droids (and other droids) is COMPLETELY different from the rest of the protocol droids from the actual game. They sound like SWtoR droids. I think that the voices should be sent in an unedited .wav, sent to one person who can apply the effect and make it as similar as possible by studying existing protocol droids voice effect in the actual official game. I also think that the voice actors should study the original voice overs as well, to get an understanding of how they should talk. e.g protocol droid actors listen to B4-D4 and other notable protocol droids, to learn how they sound and how to pronounce words and sentences etc. The last thing about this mod, is the LAG. I watched xuul's video on experimenting with lag and I think that we can confirm that the game kills itself when there are too many models present. Therefore the team could try and remove unnecessary NPCs and models. Like for example all the NPCs that don't have dialogue options but just say something when you interact with them. And when there are many cylinders present but you can only loot a couple etc. That is my feedback for the team, I applaud them for putting in the effort to bring this planet to light, but this mod is far from polished. And there's no point in stopping now, they've come so far. I would love to see this mod polished up so anyone who hadn't played the game before wouldn't notice that it was even a mod. In it's current state, many things stick out from this mod that make it hard to see as integrated, and up to par with the rest of the game. I hope the team see this feedback just so they cant get an idea of what needs to be polished up. Thank you to everyone who took part in bringing this mod to light, there's just another mile to go . -
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- 193 comments
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flighty0 started following K2TSLR - The Sith Lords Remastered, TSL Loot-Immersion Upgrade and TSL Restored Content Mod
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Hello 90sk, I have recently purchased the steam version of KotOR 2 after wanting to play it again. Back when I played it I used 90SK super content mod and TSLRCM. I remember a bug where the thugs would guard the exit in the Jedi Enclave on Dantooine and when you attacked them it would crash. Well the same thing is happening now, so I was looking for a fix, and as I thought it was the 90SK content mod. I didn't want to remove so I went to find the updated version that hussat (tslrcm maker) was talking about on a steam help thread. I somehow managed to find this mod which I'm guessing is just an update to the 90SK super content mod. I liked the light armor that didn't restrict force powers the most, but after using the mod it seems that the model has been completely changed from the super content one So I was wondering, what are the files associated with those light armors, so I can replace the new ones with the old ones... or would that screw up the whole mod? I personally don't like the new ones. But good effort on updating the mod and making it work with TSLRCM 1.8.4, that's why I want to use this updated mod.
- 193 comments
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- new armors
- concept art
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(and 7 more)
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