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Revanator

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Posts posted by Revanator

  1. Yeah, I too have always hated the way that the NPC clothing looks - really drab IMV. Perhaps a more varied pattern rather than just a swash of a single colour?

     

    In any event I'm liking where this thread is going!

     

    Very ambitious! Good luck mate.

    Thanks guys! I was planning to start work on the models tonight, but I can't get MDLOps working on my PC, so that puts a damper on progress.

     

    For anyone who might be able to help, I extracted the 7z file from this site and when I attempted to run the exe it just pulls up a command prompt-style window with the MDLOps label at the top and freezes up.

    • Like 1
  2. It is a very ambitious project and I am excited to read about it.

     

    If I may suggest something, I would keep the pure visual upgrade and the stats/feat/additional weapons modification separate.

     

    And I do agree about the NPCs' clothing textures being a punch in the eye. They badly need an upgrade.

    Good idea. People may just want the visual upgrade.

     

    And yeah, I always hated the NPC clothes. It always seemed to me like it was something rushed right before release or something.

     

     

    Hehe, I just checked and the Bastila mod has 1024 by 1024 textures and look how great they look! I'm not saying it would be bad to have many textures overhauled, just a "4K" size is complete overkill for the game.

    Yeah, I was planning on 2048x2048. Easy enough to do compared to 1024x1024 and probably the best it'll look in-game.

  3. They did fine with Ventress and Maul. I actually really like where they took both characters. Maul is getting a bit overplayed, but if they still have good stories to tell with him, I say go for it.

     

    I'm not a huge Rebels fan, but it hasn't done anything really offensive yet. It could this season, though. We'll see.

  4. So this started out as a relatively small project and quickly became something much larger. Originally, I had intended to create some new character-specific weapons and edit the character's utcs to have them join the party with said items. That quickly turned into balancing the weapons for use throughout the entire game (locking certain upgrades by requiring feats auto-unlocked as they progress).

     

    I wanted the character's original clothes to be the armor/robes for the character throughout the game so that they're comparable to the best other available armors throughout the game. I quickly noticed that the NPC clothing textures are arguably the worst textures in-game (worse than the blasters as you see them up close far more often) and that while the party member textures are better, they're still not great.

     

    I began modifying textures for Bastila and HK and quickly realized that to get the effect that I intended, I needed to modify the models as well. This is where things really began to get heady for me, as while I'm competent with Blender, I have little experience with 3ds Max and I'm only average at adjusting models (yes, I did downloaded KotOR Blender).

     

    So, in conclusion, here's the list of things this mod has come to encompass:

    -Remodeling (mostly just adjusting some features on the models and adding more complexity, especially with HK, but a higher poly count would be nice) the party member models

    -Retexturing the party member base outfits (along with creating some optional variants for some of the characters)

    -Creating a custom armor/robe, melee, and ranged weapon for each character (Implant in Zaalbar's case, and no ranged for Jedi and no melee for droids)

    -Modifying the utcs to better balance the character, adjust their stats and starting feats, and including their new weapons

    -Create new custom textures (possibly even models for 1 or 2 of them) for these new weapons

    -Possibly create a few new animations/edit existing ones to try and get a smoother effect (not sure if this will even work, or if it would, if it's really worth it, just an idea I had playing around with the models earlier)

     

    So truly, this has become a party member overhaul. I've got the weapons and utcs pretty much done, though they may need modifying after some play testing. I could use a hand with the textures and models though, if anyone's interested, or really just some advice on how to accomplish what I'm looking for.

    • Like 2
  5. I'm looking for custom icons for my own weapons, so there's not going to be any overlap.

     

     

    ERFs -> TexturePacks -> swpc_tex_gui.erf -> I -> ia_* and iw_* are armour/robes and weapons, respectively.

     

    You'll likely just want to select swpc_tex_gui.erf and click the "Extract Entire ERF" button on the right rather than extracting each icon manually. That will give you TPCs, so you'll need to use the TPC2TGA converter on them.

     

    Edit: Ah, I just saw your status update. You're just trying to create new icons for custom items, rather than retexturing existing ones? In that case you can probably just extract a couple manually in KT to use as guides (double click on them to load them in the viewer, then export to TGA).

     

    The icon filename is determined by the base item type and the variation number. Basically you take the appropriate name from the ItemClass column of baseitems.2da, stick an i in front of it, and the ID number padded to 3 figures at the end. So, for example, if you were making a lightsaber with a variation ID of 30 and a custom crystal with a variation ID of 45, your icon names would be iw_lghtsbr_030 and iw_sbrcrstl_045, respectively. The highest ID the game will accept is 255, so don't go above that.

     

    As for the icon itself, I wouldn't go above 256x256, or it gets out of hand in KSE. The vanilla ones are all 64x64, so you don't need anything crazy.

    Ah, excellent, thank you. For some reason I didn't think to look under the GUI.

  6. Hey guys,

     

    I'm working on a some item mods and I was wondering if there was a way to lock weapon and armor upgrades for KOTOR by level. Optimally, I'd like to be able to set certain upgrades to be available for said item as the character levels up so that a weapon or armor can be balanced throughout the entire game while being optimized for each part. Any ideas are welcome.

  7. I'll work on the mod to liven up the regular cantina. The Jekk'Jekk Tarr is where the aliens hang out, so I'd think that the humans would band together a bit in the other one. Might be worth moving the Trandoshans you can sneak up on to the other cantina.

     

    I can put some drunk patrons by the bar and maybe some laughing or otherwise entertained patrons by wherever Jorak intends to put his Twi'lek holos. If this works I could do a full TSL cantina revamp.

  8. Leviathan Differentiated Dialogue


    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION

     

    Leviathan Differentiated Dialogue
    by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream)

     

    Description:
    The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again.
    However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that.
    You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched.

     

    Installation: Simply copy the lev40_rodpris2.dlg file into your override folder.

     

    Uninstallation: Delete lev40_rodpris2.dlg from your override folder.

     

    Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary!

     

    Credits:
    jc2 for some heavy testing and bug-finding (and the screenshot).
    Fred Tetra for KotOR Tool
    tk102 for DLGEditor

     

    Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you.


    • Submitter
    • Submitted
      07/13/2016
    • Category
    • K1R Compatible

     

    • Like 1
  9. I can probably find you someone to voice Belaya, if you still need a VA for her. For Juhani, it seems you still haven't found a VA for her. I know someone who would be willing to rerecord all of Juhani's lines, making everything seamless with your mod, but she doesn't sound all that much like the original VA, so it would be a bit jarring. It might work if you get stuck, though.

  10. This mod is designed to give some variety to your conversation with the captured Rodian onboard the Leviathan (the one that gives you the ICE Breaker) based on the party member you chose to spring your PC, Carth, and Bastila. All the new lines were written by me. I attempted to keep all the lines as close to what the characters would actually say in that situation.

     

    The mod is pretty much finished, I just need some testers to go through the conversation with each possible character (I left T3's untouched, and many of the original lines were incorporated into Mission's dialogue). Right now it's just an override drop, but it will be a TSLPatcher mod by the time it's done (for ease of use and to avoid conflicts). It would be best to have it tested with K1R (current, v1.2) as I made it K1R compatible. Just make sure that there aren't any broken soundsets, and that there are no hanging pieces or overlaps (the original "Who are you?" should be for Mission ONLY). Also, if you have opinions on the dialogue I wrote, I'd be happy to hear it.

     

    I'd test it myself, but I don't have a save at that point (I lost all my saves when I had to reinstall KotOR for K1R v1.2). The file is attached (it's just the dlg file atm). Any help would be appreciated.

    lev40_rodpris2.dlg

    • Like 1
  11. Dejarik would be rather hard unless you obsessively watched the footage from Ep. 4. Dejarik is a surprisingly-forgotten game and to this day, actually has never had rules posted.

    True, but if we're not making it available to play, it could just have some of the creatures move in patterns similar to what they do onboard the Falcon.

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