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Blog Comments posted by N-DReW25
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QuoteWhile it is true that in the original description of the mod it did say “If you use it in a mod, all I ask for is a credit. Thanks.”, I’ll note that there’s proper etiquette of how to go about this. It’s called “getting permission” or you’re less fancy “getting an OK” before uploading someone else’s work. I’ve been involved in the community for years. No one has seemingly had trouble getting in touch with me. So, I do have to wonder – what was the difficulty here then?
Just to mention something else here: “Use it in a mod” means “use it in a mod.” It does not mean just upload the work unchanged all by itself.
Interestingly enough, this unnamed person on their “guide” for BOS:SR includes links to other mods both here and on NexusMods. Why was uploading my mod to NexusMods even necessary in the first place?
I agree, if he isn't including it in some greater BOSSR mod pack why on earth would he upload it to Nexus? If you're making a list of mods, whether it be one person's "guide" or Snigaroo's Mod Builds, the fact that it is a list means that all the mods listed are optional as the user has free will to pick and choose what mods they want to use.
With that in mind, what benefit does this guy get by having your mod on Nexus if this is all for a guide?
QuoteLastly “unnamed person”, I am somewhat amused by your parting shot on modding etiquette. You see, I’ve had a reputation around these parts having taken a hard line on mod rules. I’m sure I can get some folks in the comments to say how much of a hard-liner
Sith Holocron is a hard-liner when it comes to mod rules.
<Insert 1984 joke here>
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@Alvar007This is REALLY impressive! You ever thought of lending your Machinima services to Darth Varkor or Smash City Studios on YouTube?
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Happy Birthday SH!
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What exactly is that first screenshot? Is it an old XBOX mod? Is it from the E3 Demo from 2003? Obsidian testing appearances perhaps?
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Happy Birthday Sith Holocron!
I particularly like the banner with the Sith Holocron's with birthday hats! 🤣-
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1 hour ago, Neville said:People always seem to lose interest. Is it necessary to shame me for as long as this site is active?
I have personally gotten in touch with SithSpecter, he claims that @Neville has permission to use the Helmet Mod.
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22 hours ago, ebmar said:I'm just going to be brutally honest but since your retirement from the staff the site/community gradually start fell out of place, and it gets worsen about a year or so ago. No moderation going like it used to, which I believe is important at some level of consideration.
I tried several times as a community-member to take initiative to be involved in some mild-engagement-moderation though not so often recently as I should have to, probably -- but the amount of non-sense lately just overwhelming and bad at my part -- I start to ignore them.
I really do hope that @Tyvokka and anyone else involved in the process do consider hiring out more staff to fill in the gaps, I too have been seeing a plethora of odd behaviour on these forums since Sith Holocrons departure.
I once had another individual, who shall not be named, PM me on almost a daily basis asking me to help with his mod installation whilst at the same time creating a help thread with a copy n paste of what he wrote for me in my PM, since we aren't in the same time zone that meant he'd send me a PM and create a help thread at 3 AM and between 8 to 14 hours when I am awake and can read his PM it turns out his problem has already been solved in the help thread... and he'd do this on almost a daily basis.
Then there are those few people who revive years old threads from over half a decade ago whether it be dead request or WIP threads and say things which don't advance the original thread, like asking a question to the original poster (who hasn't been online since 2016) or say the obvious like "I made a similar request. I worked on the character, the weapon, and the armor, but it did not get much attention for help."
That last bit was by our culprit here, Neville. I would to stress this out, bumping really old threads is utterly pointless. The old thread in which Neville bumped was called "Recruit Mayla" by "HelloWeasel", this thread was started in March 2016 with last activity in May 2016 whilst the original poster, HelloWeasel, has not been online since October 2017.Tldr, that WIP is dead and forgotten, digging out it's dead corpse only to state the obvious isn't helping anyone.
14 hours ago, Neville said:I asked and I did not use Private Messages.
Are you suggesting you didn't use Private Messages back in 2015? If you are, I would treat that as factual.
But this year, I am fairly certain you have, Sith Holocron might rage quite... but he doesn't rage for no reason.
QuoteIn 2015, I had communication with SithSpecter to create a helmet.
You are referring to @Sithspecter's helmet mod found here on Deadlystream.
https://deadlystream.com/files/file/711-republic-helmet/
Maybe you've worded this wrong and I'm just taking this literally, but I must point this out. The Republic Helmet mod was created in 2008 and proof of this can be found here:
https://www.gamefront.com/games/knights-of-the-old-republic/file/republic-helmet
The FileFront admin review quotes:
SpoilerIt's always nice when a modder comes along and fulfills a request, since not everyone has the time or the inclination to learn how to mod themselves. This time it's Sithspecter who's up to the task.
And the FileFront admin who wrote this has the signature "JC", could've been @JCarter426. So that leaves me with two possibilities: Either you A) Where present on LucasForums back in 2008, had "communication" with SithSpecter to create a helmet" as you claim, or B,) You asked SithSpecter in 2015 for permission to use his helmet mod in your own.
I don't doubt Sithspecter gave you permission to use the helmet, in the past, he even gave me @N-DReW25 and @masternetra permission to use the helmet. But unlike you, me and masternetra have released our mods with the helmet included. I recall a similar situation like this with a user named Salk, he'd obtained permission from modder's back in 2010 back on LucasForum and was only able to promise a release of his mod in 2017 and 2020. Obviously, the staff here needed hardcore proof that he DID in fact ask for permission to use the mods as it would be easy to lie about permission.
From what he showed, I personally felt that the archived LucasForum email copies of the permission PMs he had was proof enough though this didn't cut it with Deadlystream Staff so as such Salk needed to obtain those permissions again. The problem with Salk is that A) LucasForum at the time was gone for good, no way could he retrieve the PMs as proof B,) Half of the modders from 2010 are also gone for good with no means of contacting and C) Salk had a finished mod he couldn't publish because of those problems.
In the end, it turned out that Salk forgot to ask one modder for permission and thus that modder retaliated by demanding the mod be removed, Salk thought the mod wasn't worth the hassle and abandoned his mod.
Salk dug himself into a pit which was rapidly filling up with water, I don't think you've done that. You said you asked SithSpecter for permission in 2015? All you'd have to do is scroll down in your PMs to 2015, find the SithSpecter PM in which he granted you permission and screenshot it as proof that you have permission to use SithSpecter's mod in your mod.
If you don't have proof (Maybe you deleted it etc), since you aren't in the stages in which you are ready to release a mod all you'd need to do is ask SithSpecter for permission again.
QuoteI could not make a mod because no one took interest in a post, about basics of creating a mod or a post under requests and people literally laughed when I asked questions in Instant Messenger. The post became something people ignored. When I started work again, I sent messages for help. Most are unanswered still. ebmar did not reply when Dark Hope told me to contact him.
When we concept a mod, we always view our own work as brilliant. But when you show a "proof of concept" and ask for help in making your "concept" come to life in the form of a mod, some people may not be able to give you a comment, this could be due to a variety of reasons such as:
Poor writing: Such as asking a question on the title and leaving the post blank, stupidly poor english skills without justification (English being a secondary language is a valid justification)Lack of Common Sense: Making the same mistake over and over, ignoring valuable feedback, showing a lack of online social skills
Poor concept: No one would want to help make a Kotor 3 mod if the only thing someone can bring to the table is "concept art" drawn in a notebook
Rudeness: Being a a*shole to people, writing IN ALL CAPS WITH THE INTENT OF YELLING AT OTHERS.
I'm sure you haven't done these things, and I assure you, the reasons stated above aren't the only reasons why people might ignore your pleas. But when you present an idea for a mod, and you haven't done anything else, you'd be lucky if anyone comments on your post to begin with. Modder's like @DarthParametric will have users swarming any WIP thread he makes because we as a community know his work, and we know his mods are beautifully made.
As someone who is new to modding, we as a community do not know your talents and as such many probably won't be interested in Recruit Sarna until it is released. This happened to me as well, in 2016 I wanted to make a modding team to make a big, fun mod called the "K1 Gameplay Improvement". I got enough help so that my modding journey could take off, and that journey was stormy, at times I wanted to quite as it was too stressful and at the time I didn't know my ropes around the whole "modding" thing.
I obviously had help, I asked questions just like you did and got some form of help as you are... but from what I can tell, the people who are helping you appear to be getting stressed and frustrated as you do not seem to want to take the lead with your own mod, you appear to want everyone else to do most of the work you should be doing. This is your mod, your concept, and is ultimately your responsibility to do. You claim you have coding experience today, back in 2016 when I first started making mods, I made mods because I was bored, I had no prior experience. It took over 4 years for me to finally complete my big mod and I did 95% of the work all on my own, I had to learn the ropes of modding on my own and if I couldn't find a solution... sometimes I just had to abandon a certain aspect of my mod and move on until I could find a solution.
Heck, several years ago I wanted my very own section on the forums just like VarsityPuppet. It didn't happen, but that didn't stop me from having a good time and creating my mods!
So once upon a time, I was like you, mostly ignored and not much faith in my mod concepts. It wasn't until my the community began to see my modding potential that players began to realize "this looks cool, I want to play N-DReW25's mods!" and obviously, people will only say that about your mod when you have something to physically deliver them.
Personally, I HOPE you keep going on your mod and finish it. Along the way, you will learn how to make better mods and hopefully one day you'll present a mod which someone could enjoy.
14 hours ago, AmanoJyaku said:From my experience people are willing to help. If everyone is mean to you it's because you're doing something no one likes.
New modders should always view their own mod ideas as a business product, your mod must be 'attractive' in a sense for people to want to both help you make the mod and eventually play your mod. If you can't do both of those things, when you do release your mod not many people will play it unfortunately.
Recruitment mods which are successful have a few things: A) A new party member with a new backstory and content B,) New appearances to freshen the experience C) good writing
You picked an NPC which already exists, which is ok, there is another mod called "Recruitable Mekel" which fleshes out and expands the character Mekel is a good way, the thing is... Mekel technically has a unique head.
You picked Sarna... an NPC with a generic head which is used all throughout the game, that isn't fresh... that isn't attractive to players who'd want to play a recruitment mod and to modders who can help you that might just look lazy. It kind of feels as if you've just put in the names of every generic character into a spinning wheel and it picked Sarna for you.
SpoilerIn my opinion, you'd have better luck picking Lashowe, at least she has a unique head and is somewhat of an interesting side character.
QuoteMaybe you aren't reading the tutorials on the site and the internet. Maybe you aren't giving people time to reply. Maybe you're asking too much all at once. I don't know what it is, but no one else seems to have this problem.
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THIS RIGHT HERE IS GOLDEN ADVICE!
14 hours ago, Neville said:People laughed because they thought scripts were easy to make.
I have a hard time believing people on the Deadlystream forums "laughed" at you, if you could provide screenshots of such as evidence that'd be great. If this occurred outside of Deadlystream (or the Kotor Modding Reddit) on another platform then that is outside of our jurisdiction.
I've been a modder for 5 years with two big successful mods under my belt with about 20 lesser mods alongside those and even I myself find it difficult to make scripts for this game.
QuoteI am doing all I can. I only recently learned how to work with dialogue and scripting. I know basics of modelling and texturing. Most is beyond my skill.
Modding requires patience, if you find it too hard you can either keep learning, and keep trying... or you can have a break and stop. Don't force yourself to make a mod if it's stressing you out or affecting you in real life.
If you are stuck in the mud with modding, once you finally learn what you're doing and you can finally get out of the mod, it doesn't really become easier for a modder, you just realize there's more mud where that came from. That's the best way I can describe making mods.
QuoteI have been looking at every tutorial. I wait weeks, sometimes, for replies. I exchanged messages with Sith Holocron because of things I do not know and because I wanted to know how he created a portrait image.
I've been considering this for a while, but I may just create a video tutorial on how I personally create textures and portrait images for K1 and K2.
QuoteIt has been almost a month since I tried to contact ebmar. ebmar did not reply.
People aren't necessarily obliged to reply help I'm afraid, but I am certain a person like ebmar would have a good reason as to why he didn't reply. Maybe he himself is too busy with his own mods or real life problems to reply to ANY PM he gets, maybe you wrote your PM poorly and he was turned off from your mod idea.
QuoteWhen I requested new armor and someone to provide voice in my blog, I was criticized.
No you weren't, you where ignored. The nicest Sith Holocron has ever been to you is probably in your blog, Qui-Gon Glenn told you in a sarcastic, yet very friendly way, that he isn't making YOUR mod for you. Every other comment since then, you where ignored.
Btw, you do voice in mods last, that's an unspoken rule. It is better to have a Recruitment mod with no VO then to get VO first and then cancel your mod (You would've wasted the VO actress' time if you did that so this is a safety rule).
QuotePeople have told me to abandon work. I will not.
I was harsh when I told you that, my intent was to say you should treat your mod as if they 'will' fail. Mods are always abandoned for reasons we may not see today, whether that be finding modding too hard or literally having health issues stopping you from modding as was the case with @Logan23's ROR mod back in the day.
Personally, I make my mods in secret... that way, if I have to stop modding, I won't let anybody down... if I died tomorrow, no one is going to be disappointed that I didn't release my super fun mods which I may or may not be developing. Of course, I don't actually *stop* my modding, I take my time to make my mods to ensure that the players receive the best mod they can receive to the best of my own ability.
Keep modding, I hope to see your mod finished one day. Though you shouldn't be so sure you will ever finish any mod, the thought of failure should ideally be something which spurs you on to keep creating mod. But I can't/shouldn't force you to think like I do.
QuoteI gave Sith Holocron credit for work. He gave me Dark Side points.
Ok, when he did that he was pissed with you. Hence is why he did that.
QuoteWhen I changed status update, Sith Holocron stated it was the same as before.
I don't know what "changed status update" means, but I assume you meant you delete your spam. What Sith Holocron is angry about is that you spammed the Status Updates in the first place, deleting the spam is like cleaning up the glass after you smashed a window. Legit, the first two was you, one was Basil Bonehead, and the last two was you again and I'm certain there was more status update spam after that which wasn't displayed on the home screen.
Plus, the contents of your status updates aren't interesting for people to want to respond in any way. You might as well of said what you said in your status update in your thread and no one would've noticed as I feel you complaining about modding problems probably belongs inside your thread then a status update.
QuoteREAD then rate.
Again, your poor literacy and lack of context isn't helping you here.
13 hours ago, AmanoJyaku said:You also need to accept that other modders have lives of their own, they don't always have the time to help you.
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MORE GOLDEN ADVICE!
QuoteLastly, you need to learn to listen. I tried to help you with your scripting and you didn't follow my instructions. I gave you a numbered list so you could start from step 1 and you failed to follow it. That might be why so many people ignore you.
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THANK YOU!
This is giving me SO much nostalgia, back when I first started modding even *I* needed a step by step help guide to get me started! I would like to point out, even though some users like AmanoJyaku may not have uploaded mods of their own to Deadlystream.com, that doesn't mean their intelligence or ability to help is low or unreliable... if they are helping you, accept the goddam help! But I don't think Neville is ignoring your instructions on purpose or for discriminatory reasons here.
12 hours ago, Neville said:I started trying in 2015. I have worked with binary, C++, HTML, and Java. I tried following your instructions, but it was becoming a struggle. I found another way of getting my scripting tool to work again. I analyzed script and dialogue from the game, tutorials, and other mods to create what I have currently. I found a way to turn basic clothing into armor. I restored KotOR weapons for TSL, I learned how to modify merchants and placeables, and I learned how to change basic appearance. I am trying to create a new model based on past experience.
So tell me, if you can basic things like modify merchants and placeables and presumably other things... why not stick to that first? Why must you jump into a really hard modding project like a recruitment mod?
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This will be very useful in module building in the future. While I can guess this won't let me place placeables or NPCs inside the module by simply dragging and dropping them where I want but would it be possible to use this tool to reskin the rooms/modules to be unique (Reskinning a new module with the Ahto City room/module to use the textures of the rusty Taris sewer whilst leaving Ahto and Taris alone)
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Oh my god, what have you done?!
Spoiler20Advanced issues found▲8SpoilerI'm guessing you've installed my K1 Gameplay Improvement Demo with a plethora of other people's mods and now you're experiencing some pretty funny conflicts, well: don't panic (yet), I'm here to explain what my K1GI mod was 'supposed' to do and how the conflicts have messed it up. Keep in mind I'm only explaining what I can see, I betcha the rest of the game will be as chaotic or even worse than the chaos which is the Endar Spire.
First off, my 'rebalances'. In my mod, I've changed the balances of the feats, skills and attributes in the mod. You should get a bit more attribute points, new class skills and reworked feats. In this mod, all the ranged attack feats, all the sneak attack feats and all the specialist and focus blaster feats are gone, this is because in my mod you get those feats through items which give them to you for free. For example, if you pick up a Heavy Repeating Blaster you might get Improved Rapid Shot for free whilst a Sniper Rifle would give you the Sniper shot feat etc. Blaster focus/specialist feats and sneak attack feats are granted through mask items. Also in the mod, but maybe not in your game, any character except T3 could get themselves the Lightsaber Focus Feat but not the Saber focus/specialist feats as only Jedi can get those. Because this mod also removes the Jedi Defence requirement on robes you could have every party member wear Jedi Robes and wield Lightsabers if you were that ambitious. The idea is that there can be more customisation with your characters so that Canderous with every melee feat can switch to his Heavy Repeater without much of a struggle adapting to it.In a recent update, I've made it so that it takes longer for your player to level up so that, alongside the feat balances, should hopefully prevent the player from learning everything too early on. (This might be a tad experimental though, when the mod goes from Demo to Beta I will take a strong stance on balancing)
Next feature, Trask "Bruh" Ulgo is a Twilek Jedi Master in this mod. Do you remember how the old Jedi From The Start mods added a Twilek Trask which was 'your' Jedi Master? Well this mod does that again except he ain't your Jedi Master but rather he is your Jedi Commander and your player is the soldier serving under him. I'm guessing the character file for trask was replaced by a vanilla one, hence is why he ain't no Jedi, has no Lightsaber and has his human face. I'm also guessing your UI mod stretches Trask's portrait, but if you look real close that portrait is his intended appearance (Minus the 'Bruh' aspect of it). His dialogue is unchanged hence is where his 'Jedi' dialogue keeps coming into play.
The Twilek Captain is also a bug, in my mod she was actually a generic 'Sith Commander' as shown below.
I'll give you an idea of what's happened: The Sith Commander appearance is on line 400 for example, in K1R Major Hurka is also on line 400, what should've happened is that the TSLPatcher would merge the 2da files together so that Hurka would appear on line 401 so that it becomes compatible. Something seriously wrong has happened, as a result the Sith Commander has been replaced by Hurka and a new generic Republic Officer with a Soldier Helmet has been replaced by Selven (The Czerka Twilek and the Civillian are from my K1GI so I'm not sure what's happened their). The reason why Hurka has a Twilek head is very similar to why the Commander is Hurka, the Hurka appearance on line 400 has the head set to head 100 for example, in K1R head 100 is Hurka's head whilst in K1GI its the Twilek and for some reason Hurka's head didn't replace the Twilek hence is why your Hurka is a Twilek (Personally I don't recognise the Twilek shown so it could be from someone else mod, maybe an Ebmar mod, but I assure you I've added a bunch of Twilek heads so it could be)
You've installed JC's TSL Robe for K1 mod, haven't you? That mod isn't compatible and for a very good reason, I've integrated TSL Robes into the mod my own way making JC's Robes unnecessary. What my mod does is that it keeps the K1 Jedi Robes exactly as they are in vanilla, it also adds in more Jedi Robes for you to collect and wear but I've replaced the Revan Robe model with the TSL Robe robe thus allowing the player to use TSL Jedi Robes and K1 Jedi Robes at the same time. JC's Robes replaces the K1 Jedi Robes with TSL Robes, which is what has broken the Jedi Robes seen in your game as that robe texture is a K1 Robe texture.
So, in vanilla Trask doesn't have an underwear model so when he 'took his clothes off' he did that in Vanilla as well but you just couldn't see it. A mod you've installed has added an underwear model for him, hence the bug. He runs into the room unarmed because he's supposed to be wielding his purple Lightsaber, because he has no Saber feat to wield it that's why he has no weapon, the non-existent Force dialogue is obviously from the Trask a Jedi feature.
Carth here was supposed to wear Republic Uniform which I added in my mod, once you're on Taris he should be back to normal as his Republic clothing is a new appearance (Meaning that on Taris he should be normal as he has his vanilla look, that is unless something broke him down there as well). This mod comes with its own NPC Overhaul, a very severe version of it. My mod creates a plethora of brand new commoners, with new commoner clothing from TSL and K1EP, new heads (both human and alien) from TSL, K1EP and ROR, and brand new variants including Onderon Noble variants, Dantooine Hobo variants and... Scoundrel and Scout variants, the scout variant is what you see Carth as. I also have Republic Soldier variants where you saw Twilek Hurka, Twilek Czerka, Selven and that commoner earlier.
Fun fact: I haven't included the Sith Stalker encounter in my mod, I have included the regular Sith Stalker in later parts of the game.
Now while this is an example of how not to install my mod, I still really want to see where this goes. Looking forward for more broken Kotor here.
Edit: Just realised you intended to break your game here, thanks for considering my mod: you made a bloody good choice XD. Will you consider posting a list of mods (maybe mods used in each blog per blog to keep things small) so that I could use the list so that when I make a "Compatibility list of mods" in the future I could use that for reference?
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Well, as this is 1.5 we're talking about and I did Beta test 1.5 and know about the previous versions I think it'd be best to leave my opinion on M4-78.
First of all, Zybl revamped the intro to Korriban on the Hangar platform to use cut Atton lines from the E3 Demo instead of the spliced lines of 1.2 and before. While most of those splices where pretty bad *cough* HK-47 *cough* I felt some lines where remarkably good such as the one with Kreia where she says "Droids gather while we wait here" was absolutely well done it sounded completely natural, the only way someone could guess it was a splice was because the line "Our enemies gather while we wait here" is so iconic.
Most of them have been removed except for, you guessed it, the HK splices I hate. The Atton lines are alright though they do sound a bit awkward and Atton does say "you should keep your Lightsaber up or do whatever you Jedi do in these situations" despite the fact you may not have a Lightsaber.
In previous versions, the player would have to play as either Goto, T3 or HK through the radiation sometimes walking long distances to get to a location. To make the walking less like torture an optional sidequest was added in and was odd in the fact you got the quest from one foreman droid but depending on who your character was whether it be T3, HK or Goto this one Foreman droid would have an entirely different purpose, personality and sidequest with a different plot but same overall pacing. For HK this foreman droid was an off-world assassin droid hunting down a specific droid, for T3 it was a droid tracking down a computer virus intent on destroying the archon M4-78 and for Goto is was some sort of package retrieval mission.
At some point, you'd be stopped by three police droids who question your droid over the deaths of recent droids (2 droids or more depending if you did the optional sidequest) and they'd put your droids arrest on hold until they fixed the radiation leak. Once the Exile arrives on the planet the Exile can destroy the police droids once they threaten to arrest him/her for refusing to hand over the droids. All of this was removed in favour of a teleportation transport system to make the radiation section quick, the teleportation is, in my opinion, would be better if it showed your droid move away and then teleport to give that immersion that your droid did move away instead of being teleported.
While that filler sidequest is good for being removed I felt those Police droids should have stayed, Zybl2 actually forgot to remove the police droids 100% last time I played the mod which may have been the late Beta/first release of 1.5. Just before you fix the radiation backtrack a bit and you should be able to find the Police droids and approach them from behind.
On top of turning the industrial zone into 2 sections to reduce lag the actual research centre part has been severely downgraded lacking lots of the droids and placeables from the earlier version making it feel empty and incomplete, while I can understand they are the cause of the lag I felt that downgrading the level severely was somewhat uncalled for, cutting down was inevitable though I felt they went a bit too far. Not that I'm complaining about my less laggy experience though.
The new ending is kinda weird, and by weird, I feel it is bugged. You can go to the environmental zone first, fight the droids and convince Kaah to help you get to industrial archon to reach M4-78. I'm loving the freedom of choice with that though of course, this method is somewhat hidden (You need to use Bao Dur's shield breaker to break into the environmental zone). What I don't like is how Darth Sion on Korriban is tracking the Exile as he does on Malachor in cut content with the meditation and the hologram (Which is broken for females). On Malachor he says 'prepare my ship, I'll attend to this myself' but here he instead sends the Sith Assassins.
The Sith Assassins, with basic attack and no force powers, kill Kaah and Vash in an ambush and once this ambushed has happened I fell that is where M4-78 ends. I much preferred the original ending as it felt more... like an actual ending and it had an actual resolution with M4-78 and the droids as well as Kaah and Vash in a believable way. Not that the new ending can't be bug fixed and enhanced, however.
For 1.5 that's all I can think of. For M4-78, in general, I dislike the infinite medical equipment droid merchant and the inconsistencies with the environmental zone droids.
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Ok, now that is genius!
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For the Ravanger, I remember I think either in a thread or a blog I wrote a thing about how I feel that the player would fly the Ebon Hawk to the Citadel Station to get a shuttle to the surface to fight Atris when suddenly the Sith Attack, after the whole stuff with Grenn the party devises a plan. HK-47, if he has finished the quest, will detect signals from the planet of other HK-50 droids and that he knows of the location to the HK factory. After fighting their way back to the hangar after securing the TSF Station the player and HK will share a shuttle down to the planet surface where HK would be dropped off at the abandoned Merc Base first to do his mission while the player takes the shuttle to Atris' academy. While this all goes down Mandalore, the party leader, Visas and Bao Dur will go onto the Ravanger.
During this sequence, you are restricted to the first level, unable to progress to Nihilus until you have completed the proton cores. When Mandalore is the party leader setting the cores Kex' lines "Another proton core received, Mandalore" will make sense. When one core detonates prematurely the trio will have to use that makeshift rocket as a proton core in that one side room, however, someone has to stay behind to detonate it... this would be Bao-Dur's sacrifice.Later, whilst Visas is in her Meditation Chamber, Mandalore and two Soldiers rush into the now open elevator to the Bridge to confront Nihilus who proceeds to drain the two Soldiers to death whilst Mandalore barely escapes with his life. Visas will find Mandalore outside the bridge door on the ground where he will say his "You sound like Revan, at the end" lines that would play after the Nihilus duel in TSLRCM. After defeating Atris, the player would make it to the Ravanger where he/she would be forced to see Tobin (I always found it weird he was in a random side room) and after that, the player with just Visas would fight Nihilus. Mandalore would flee back to the ship during this fight as he is in no condition to fight. When you defeat Nihilus Mandalore has lines like "What are you doing up there, we need to get off this ship" which sort of indicating he would be communicating through a commlink and not in person.
Maybe as an added bonus if you wanted to have the recruit Atris option you could have the player, Visas and Atris fight Nihilus. -
On 10/16/2018 at 5:07 PM, HK-47 said:I also use Tatooine OTE.
I also use Tatooine OTE but since Sith Holocron specifically asked for pics of the mod I'll add them here.
May I recommend you at least include the ground textures from this mod as it grants that extra realism of NPCs walking around Tatooine.
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Here we go:
Kaah and Vash both inevitably die.Both Vash and Kaah can both be killed by a DS player however in the Light Side ending of M4-78 the main archon M4-78 kills Vash himself and Kaah is executed by Battle Droids. This was done as a means to remove Vash so she doesn't appear in the Enclave where she has no dialogue for that scene. Kaah on the other hands was just a loose end which needed to be tied up, or was it? In TSLRCM, Kaevee the Padawan is able to survive the encounter with the Exile and live on so why couldn't Kaah? Maybe because the developers chose to oddly build up the final Kaah scene as a "recruitment" however no recruitment takes place as he is killed at the last minute. This could be seen as a really big ruin for some players who do SO much to get to Vash and Kaah only to have them both die and offer 2 hours of extra frustratious gameplay complete with lag and bad VO in pre 1.4 versions, the XP for playing the mod and the loot.
Sith Locker at the end
This is my personal taste coming out here, I do not like the reward at the end of the mod which is a "Hurrikaine" crystal or something of the like. It is a blue Bondar crystal with unstoppable 8 damage which is found on Malachor V in the cut rooms meaning TSLRCM is required to find this. As this mod requires TSLRCM there is little reason to restore this item this early on as it provides a weapon buff before the player gets overpowered.
Environmental DroidsIn the Environmental Zone, this could be a result of using Stoney's mod as a base, the enemy droids all have unique textures like Brown, Black and Beige for example. The names of the droids are like 'Environmental Droid Mark 1' and 'Mark 2' for example, but their textures don't match their names. For example, a brown droid may be a Mark 1 droid then you'll encounter a black Mark 2 and then a brown Mark 3 and a black Mark 1. This may sound odd but play the game, and look at the name tags of the hostile Environmental Droids and you'll see the names are meaningless with the textures.
The Sith Officer
In one of the earlier scenes, we see a tape of a droid closing large doors. This droid is fired at by a fleeing Sith Officer who is killed off by the radiation soon after, the droid loses a piece of its memory core from this shot and plays an important role in the story. My problem is that if this Sith Officer died about 2 days ago outside the large door... where is the body? You look around the area near the door and find a Sith Soldier body but not a Sith Officer's body. If I wanted to fix this I'd make the Sith Officer a Soldier and try to play it off as if the nearby dead Sith Soldier is from the recording.
The last puzzle
More of a nitpick, but I am terrible with puzzles so it is no wonder why I spent about 40 minutes at this final puzzle before realizing what I had to do. Something this mod has in common with normal TSL is that I need to google up the answers to a puzzle, except only with this one it's a pattern I can easily remember from here on out and not a maths question like in TSL.
The lag and poor VO
This one is an obvious thing to hate upon. Basically, some droid VO is terrible and the Industrial Zone has so many NPCs it lags horrifically. We all know this problem all too well so here is my alternate issue. When developing the mod, how did the developers react to all of these issues? Did they know the VO was bad and went along with it as they were short on actors? What was the reaction to the lag? This I feel would be an interesting topic to bring up in your documentary.-
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In my opinion, you should try to keep the appearances of areas and ships that appear in both K1 and TSL films the same in K1. It'd really come off as odd if you had an HD reskin for the Leviathan in K1 but had the Vanilla reskin TSL if you understand what I mean. I have trouble finding interior reskins for the Hawk myself so I won't be able to provide one of those but I will provide a mod that may help with actually filming the movie inside the Ebon Hawk as well as an exterior.
Exterior:
https://www.nexusmods.com/kotor/mods/915
Mod:
QuoteXarwarz's skins for Dantooine
In my opinion, Xarwarz reskins of Dantooine are terrible. Not trying to be rude to the mod author but his work on Dantooine in both the 2012 and OTE have obvious problems with them. The grass in the 2012 reskin has this grass which is just a close-up shot of real life grass which, when added into the Kotor game, doesn't really work as it doesn't look like grass at all it looks more like a 2D picture which was meant to be a 3D picture which results in this ugly unnatural feel to the whole planet (his Telos reskins also had this issue with the grass and it was even used in his latest movie which really ruined the scene up until the superb plot and acting redeemed all of it). The Dantooine OTE has the same problem except it swapped the grass with flowers which looks even worse. Similar issues appear in his Kashyyyk reskins where he used massive 2D leaves for the Shadowlands and on Korriban for god knows whatever reason he thought it'd be a good idea to make the Shyrack Cave metallic patterns instead of its normal stone.
My personal favourite for Dantooine is the Old Republic Skin over. It may not be on the HD side but it definitely is on the quality side especially when it comes to the grass and the buildings, overall it is a really good improvement to the level. Its installation is modular so if you wanted just Dantooine you can install just Dantooine- https://www.nexusmods.com/kotor/mods/68?tab=files
Or you could just use these mods. Definitely not on the HD side of things but it's far better than Xarwarz grass and it'd go along nicely with Kexikus' Green HQ Skybox mod- https://www.nexusmods.com/kotor/mods/906 and https://www.nexusmods.com/kotor/mods/911
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Let's say if I wanted to port a Deveronian head from TSL into K1 I'd have to rework the bones for that head to actually work so if this is the case what tools would I need to do that?
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Wookie NPCs are in the game, just unused. As Hanhar has the Wookie VO it wouldn't be hard to give a Wookie NPC the same VO and make it a legitimate mod.
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Why can't you use lip sync in Windows 10?
The tools required to make a lip sync don't work on a Windows 10 computer, thus I cannot make them for this mod to be released.
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N-DreW25. This was the advice I was given for getting lips to move in TSL from Zybl2,
"the module number+voice file is the way you name VOs and .lip needs the same name as your VO, you can put it in the module as well, it doesn't really make a difference"
Most lips you can extract are located in Lips > Localization.mod. simply copy and paste that into modules, then open KT extract any lip from the companion, i've found male and female work for both genders.
Then you can extract whatever lip from there and rename it, then throw it in the override as the same name as the audio VO file, that you placed in the StreamVoice folder.
To match them correctly, usually I'll look at the audio associated or line associated with each lip, and see if it matches the rhythm my VO has. For instance, a five second VO with a single pause in the middle from a vanilla .lip file would work great if I had a five second VO with a single pause. Since the lip files in TSL are not as complex as modern games, you don't have to worry so much about perfection with syllables matching lip formation.
Giving an example of what I did, Localization.mod C&P into MOdules, then extracting gbldisciple003, renamed to gbldisciple513, pasted gbldisciple513 into override, placed VO called gbldisciple513 into VO folder, tested out to ensure my estimates on lip movements were correct, duration check and checks to see if it seemed normal, some of them I had to change.
I was able to test a Handmaiden lip or two on Disciple, and found that it worked. My suggestion would be to find a line by Bao'dur that matches the duration and if possible the rhythm and give him that one. No need to make a new lip file from scratch, IIRC even Hassat Hunter shied away from that (you can find that confession on the DS forums somewhere)!
Well, that was a path I was hoping I wouldn't have to take. While I won't lie this method is probably the easiest way to go its very time consuming especially since I have more projects similar to "BDEI" that has anywhere between 20-90 lines that need a Lip Sync.
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Not using TSLRCM as base? That Atton raise was painful to watch.
As in 1:49? I did use TSLRCM as a base but looking at the file it looked as if "Looking for my ship." had Atton's raise as it was shown exactly as it was in the video and "I was told I might be able to find my ship here." didn't have a raise at all, it just had Bao Dur talking and it just cuts to Atton who raises off-screen.
That's what I thought at least, maybe it's a good thing I chose not to release it. May you please tell me what TSLRCM did instead?
And wasn't this part of another module's dialogue. If so the lipsync is probably in it's LOC file?
Was it? I'll admit some lines where simply copies of already existing lines that I felt sound better which I can get the lips files for those but the other restored dialogue exists only here.
If it's worth mentioning what you see here isn't everything I've found. From what I can tell Bao Dur's original intro had Exile, Atton and Kreia slip out of the wreckage of the ship, they'd chat and Atton will bring up something about Corrun Falt being responsible for being shot down thinking he was "tying up loose ends". Kreia dismisses this as false but "something else is at work according to her". Bao Dur runs towards the wreck and introduces himself and asks what they were doing in the RZ. His cut dialogue makes no references to being a war veteran, knowing the Exile and the company of the Remote thus is why I never restored that intro.
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"Here we go again"- C-3PO
I'll assume you'll be asking these questions to Zybl2 right? If not, some of my questions may be redundant.
1) In M4-78EP, who are hinted to be the real colonists? (I am well aware of the thread discussing this but perhaps your video could explain the behind the scenes of how and why the L'xing and whatever from HK-47's backstory became apart of the mod, you yourself apparently suggested to add this so perhaps you could explain why you wanted to add this in)
2) If Kaah never had VO in the original TSL files? Why did you decide to waste time giving him VO when he could of had a Twi'lek VO instead?
3) Why does Vash refer to M4-78's chamber as a "tomb"? (Show a clip of Vash saying "Thank you for saving me from this tomb?")
4) What were the motivations of M4-78 and ES-05 and what where the consequences of having her mind erased by M4-78 and M4-78 being reprogrammed by Kaah? I never really understood that
5) Could you give us more detail on the cut sith survivor Saruv and the Selkath cameo and other early M4-78 ideas that never made it in?
6) Why did you guys decide to make a custom skybox instead of using the original one? (Shows an image of the original M4-78 skybox)7) Did you guys notice the lag problem when you first were developing M4-78 and what was your reaction to it?
8) What do you guys think went really well and really bad in the final versions of M4-78?
9) On the new terminals in the industrial zone near IS-24's chamber, why are there English letters on them and not the Star Wars Aurabesh? And why do some of them have maps of the M4-78 modules exactly how they appear on the Mini-Map?
10) What happened to M4-78 after the events of TSL?-
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Keep up the great work!
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HH: You seem to be saying that TSLRCM renders the videos using the in game engine. Does TSLRCM implements fades for those scenes and implement the cryo grenades though. It's obviously been a long time since I've played the game all the way through so seeing some video footage that explains how I wasted my time would be helpful.
In TSLRCM the battle goes a lot differently than vanilla. For instance, most of your choices in preparation have an effect on the battle, unlike the bik. The battle in TSLRCM still has its flaws though, The Militia isn't so bad though. I just before the battle you can set squads inside, in front and behind Khoonda and they all work ok but it's the mercs that are flawed. For instance, when the Mercs rush across the bridge half the time they can glitch out and just stand idle on the bridge or even run through the river at times. The Mercs who do rush the bridge look like the ones in the Bik (Player Heads with Mask and rifles) but the Mercs you fight in the battle are Asian and Black Commoners with rifles and Double Bladed Vibroswords without masks.
I do not feel this is a total waste of time: If DarthVarkor wants to make a special edition of his first movie perhaps he could edit the movie with scenes from TSLRCM and from the bik console.
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Musings on Etiquette
in Sith Holocron's Blog
A blog by Sith Holocron
Posted
There's no way SH would've known that, if he did I'm sure he wouldn't have made a snarky remark.
That's debatable.
Also debatable, and as if that doesn't happen in other modding communities.
Modding isn't a quick or easy task, and modding Kotor isn't easy to learn. The dwindling number (also debatable) of modders doesn't mean the Kotor community is dying as a whole. The modder's work would be in vain if not for the hundreds of non-modders who download and play our mods, and with YouTubers and Gaming websites claiming Kotor is one of the best Star Wars game ever made, the lackluster progress of the Kotor remake, the controversy of the TSLRCM DLC cancellation and the release of Kotor to modern gaming systems like Android, iOS, Xbox Series X and the Switch the number of people flocking our community will only increase as these old games are introduced to a younger audience.
If an entire decade is taken into account then yes, NexusMods has skyrocketed thanks to the hundreds of Gamefront archive mods which were added and later removed within the past decade.
Calling Kotor a "late state in it's shelf life" is very much debatable, considering what I mentioned earlier about it being released on modern gaming systems + the Kotor Remake.
In this case, the opinion of the guy who made the mod in question outweighs the opinions of the Nexus users I'm afraid.
Do your gamer friends play Kotor?
Nexus hosts mods for many different video games whilst Deadlystream almost exclusively caters to the Kotor games, and with the Deadlystream forum for the discussion of Kotor mods and the Deadlystream Staff being associated with the Kotor community Reddit and Discord (just checked right now and there's over a 1000 users active in that Discord) it makes sense why many Kotor mods are dominated by Deadlystream and not Nexus.
Not to mention the controversy with NexusMods a few years back with their updated terms & conditions, I'm sure another user can chip in on that as some users of Deadlystream really didn't like that change.
And with me, I don't care where I get my mods from. I'll download K1CP from Deadlystream and some HD graphic mods from Nexus, and I don't care... because at the end of the day it isn't about "brand loyalty". If you want to play a mod from Nexus, do it... if you want to play a mod from Deadlystream, do it. But I would never expect Kotor modders on Nexus to migrate to Deadlystream just because I want to download all my mods from the same place.
Now you're opening a can of worms with that proposal. That proposal has been proposed time & time again on Deadlystream, Reddit, Nexus, Discord and beyond and each time these proposals for a unified mod pack falls flat on its face for a variety of reasons.
Let's say a mod I've made, Heart of Beskar for example, is added to this mod pack. What if I update my mod and change things? What if I update my mod and fix things? What if I totally revamp my mod from the ground up? Can I trust the author behind the mod pack to update the pack accordingly? And even if they do why should *I* have to ensure that they do this, why should I have to worry about making my mod compatible for someone else's mod pack?
Now you're concerned about modders leaving the community and abandoning their mods, how would I know if the author behind the mod pack doesn't also leave the community? If that happens that means this mod pack can't be updated, so if there's any bugs in the pack it *can't* be fixed.
A major problem with Kotor mod packs is *what* exactly is included in this pack? What if you decide to add all the popular HD texture packs, DarkHope's character texture and HQ models and the overall mod pack size is several terabytes? Why on earth would I want to download that when I can pick exactly what I want if I download them individually?
What if your pack contains K1R? I don't want to play K1R, I want to play the K1CP + RC-K1CP. What if your pack contains K1CP + RC-K1CP, I don't want to play those mods... I want to play K1R. What if your pack contains BOSSR? I don't want to play BOSSR. What if your pack doesn't contain BOSSR? I want to play BOSSR.
As with the example above, you'll inevitably get a problem where people will just keep proposing and proposing new mods to be added to the project which fundamentally change the style and the flow of the overall pack, leading to conflicts that'll need to be meshed out and a lot of hard work to be done to maintain this gigantic Frankenstein of a mod pack. Let's say for example there are 5 of my mods in this mod pack, why should I then debug and bug fix my 5 mods when 50 radically different and incompatible mods are causing the problems. Why would I want to deal with other people's work and why would other people want to deal with mine?
Mods are constantly updating, either because of new content or bug fixes. By making a mod pack, you need to keep track of these updates and ensure that these mods aren't conflicting.
The closest thing the Kotor Modding Community has ever gotten to a mod pack is the Kotor 1 and 2 Community Patches, and whilst these mods have become dominant behemoths in the Modding Community standing side by side with TSLRCM and eclipsing K1R in terms of popularity, these mods have somewhat "ruined" bug fix mods. Why would other modders now make bug fix mods when you can simply report it on the K1CP github and have DarthParametric fix the bug for you and add it to the K1CP instead.
Many of my old mods are part of the K1CP, and now since K1CP has become the "must have" mod my old mods are now obsolete from a certain point of view. Now, K1CP *does* have its benefits... it's ONLY a bug fix mod pack and general improvements mod and it's really strict in that regard, now if you have a mod pack of a bunch of different popular mods this same effect could happen to many more mods then just bug fix mods.
Why would I want to make a Jedi Robe reskin when JC's Cloaked Robes is included in the popular mod pack everyone plays? Why would I want to make more mods if it's just going to get added to the mod pack? Why would I want to update my mods when this can cause problems for the big mod pack?
If anything, an all encompassing mod pack of textures and bug fixes and restorations and BOSSR and whatever else could harm the modding community instead of saving it. People are making their mods and releasing them today just fine without a mod pack, and the continuously updated Mod Builds serves as both a list and as a guide for compatible mods which could all be used together.
Why have an all encompassing mod pack when you can have an all encompassing mod build that players can pick and choose what they want, they can install mods based on their system requirements and their own tastes. Install all the mod build mods, or don't, it doesn't really matter... and that's the point!
In your opinion.
Tell me... what projects are you referring to?
Modding is a hobby, it doesn't matter if the mod is TSLRCM or the Brutal Carth mod.
TSLRCM was made and finished because Zbyl2 and the TSLRCM dev team pushed through, BOSSR was made and finished because SilverEdge9 and his contributors pushed through, K1R was made and abandoned because ZM90 left the community, ROR was made and was abandoned for some time because Logan had medical issues.
At the end of the day, modding is a hobby and all modders have the right to step away from the community if we wish. Modding isn't a job, we don't get paid, this is our passion and our hobby... if more pressing matters pop up we have every right to leave the community. Not only that, we have every right to work, or not to work, on the mods we want to make. Many modders don't want to drop their own mods and their irl plans to work on some greater project. I don't want to work on K1CP and DarthParametric probably doesn't want to work on something I'm working on.
And you're not the only one who shares this opinion, but the others who wish everyone could unite to make some epic big Kotor mod has also come to learn that modders want to do their own thing, and that's just the way it is.
From my own interpretation, SH only gave a vague sense of permission if you included it in another mod with credit. You just reuploaded it to NexusMods first as is and only afterwards did you ask him for permission.
If you had contacted him before you uploaded the mod he would've told you no and you wouldn't have had to remove it. This is the lesson to be learned from all of this.
Ok, bringing porting into this as a sort of gotcha is like pointing a gun at every single modder and user in the Kotor Community who has ever ported, or has ever used, a ported content mod. Modding as a whole is a legal gray area, I can think of no better way of getting Deadlystream and its mods banned then contacting the mega game dev corporations with armies of lawyers at their disposal... and that includes BOSSR, and subsequently, the so-called "legacy" you are trying to build.
You chose to upload SH's mod to NexusMods first and then asked him for permission after the fact, he told you "no, remove it". That's it, end of story.
And his permission clearly stated it had to be included IN another mod, not reuploaded. And no offense, BOSSR is just another mod in our eyes. It isn't the end of the world if you can't download the legal screen mod from Nexus.
SH's work is preserved... on Deadlystream, if he wants to upload it to Nexus he'll upload it himself if he wanted to.
Now, what do you mean by "compilations"? If that's just a fancy word for "mod pack" then I'm sure that, with my previous wall of text, you should already have a good idea of why a mod pack on different websites isn't going to work.
I have no idea what any of those things are or what significance they may have.
Now... why can't we preserve our own mods how we wish? Why should I give permission for someone else to upload my mod to Nexus when I can do it myself?
Now, I really want you to know that I'm not trying to belittle you for your views. You're a very passionate person when it comes to Kotor mods, I too used to adore BOSSR when I was younger, it's why I became a modder in the first place. But I need you to understand that many modders don't share your view on things. The majority of Kotor mods are on Deadlystream and the major Kotor communities like Reddit and Discord would all agree that Deadlystream outclasses NexusMods in many metrics when it comes to the Kotor games.
Your odd beliefs where the Kotor Community is somehow "dying" whilst the NexusMods Kotor section is simultaneously growing and how it is "so necessary" to migrate our mods to Nexus for the sake of archiving them is either a sign of severe bias to NexusMods or a sign of delusion.
And I need to make this last point clear, the internet is an anonymous place (not really, but my point still stands). If I walk past SH in the streets, I wouldn't know it, and he wouldn't know it was me... because we're "anonymous". I'm just "N-DReW25" with the Scout profile and SH is just "Sith Holocron" with a Sith Holocron profile. He doesn't really know me just as I don't really know him. Just as we don't really know you, how can SH and I know what you've just told me is the truth? How do we know you haven't written up a sob story in hopes SH will change his mind & go "Oh, I'll let you upload it to NexusMods".
So as I said earlier, Sith Holocron is a hard-liner when it comes to mod rules... and I doubt it'll ever change.