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Everything posted by Snigaroo
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Coruscant Landing and Takeoff Videos (for Jedi Temple Mod)
Snigaroo replied to Sith Holocron's topic in Mod Requests
Your feelings on the matter aside, this is a thread in the mod request section reflecting a specific mod request which your project doesn't adhere to. This is the kind of project you should show off and discuss in a WIP thread of your own, rather than in a related but ultimately incompatible mod request. -
Thanks for this Salk, I'll work on getting it integrated as soon as the next build revision comes 'round.
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Well, I definitely wouldn't like to see Vitiate. I was thinking that it would be visions which were confused and inconsistent, such that you wouldn't even understand what you were seeing without the context of K2. In other words, it wouldn't be obvious that the tomb was even supposed to be showing you your past, present and future--it would seem like it was only showing strange relevatory visions, at least to those without knowledge that you are Revan. A battle scene from the Mandalorian Wars, a dialogue between a phantom figure and Malak, two mirror NPCs using your face, one LS and one DS, arguing wordlessly with one another; vague visions which don't mean anything on their own, but which imply something isn't quite right. Reiterating, though, that this is still a thought experiment. If somebody made this I'd test it, but I still think Kressh's tomb is best-served as a K2 exclusive.
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The underlying concept sounds of interest to me (though obviously I'd need to see how it appeared ingame), but with no intent to insult I don't like many of the ancillary ideas--I prefer the Sith students in the robes used from JC's Back in Black and I especially don't like the idea of the cameos, both of the more commonplace NPCs but especially of Kreia. One of those (Lorso, given that she was after all Czerka) would be fine, but all of them together stretches coincidence past the breaking point and shatters the suspension of disbelief, in my view. Modders don't (and shouldn't) make mods for me, outside the times when a modder deliberately takes on a request here to do so--that's both expected and how I prefer it, so I'm not asking you to change your vision in any way. This is just to let you know that it sounds like the kind of project I probably wouldn't include in the builds. Well, that is indeed the problem as I mentioned in the original sting for the use of the Tomb. I'm in no way attached to using the tomb specifically, but at the same time I don't think that just because it still has loot in it in KOTOR 2 there's no way to use it in the original. If the PC enters the tomb and it's established that his visions are much stronger than the ones the Exile experienced because of Revan's much stronger connection to the Force, the entry to the tomb could be treated like a sort of bad trip where the PC is almost completely out of it through the entire tomb, and only regains sense when they leave, never taking anything significant with them. Though I reiterate, this is mainly just a thought exercise on my part to argue that even seemingly-unusable modules can probably have the gap bridged with some creative concept for their use. I think not using Kressh's tomb would probably be better.
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I don't know why I didn't get a notification about this, sorry about that Salk--no worries on the timetable. We are looking at next build release for integration anyway, so there is plenty of time.
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I Can't Travel Away from Dantooine!
Snigaroo replied to CrashBandiTeam's topic in General Kotor/TSL Modding
And I'm quite sure that "no good reason" doesn't amount to you willfully violating the rules of those sites and then, when informed of the violation, saying "oh your rules aren't real and shouldn't affect me." If you had been actually apologetic and provided proof of purchase, there would have been no issues. Instead, you chose to state that you refuse to adhere to the rule and find it foolish. Well, you can add another forum that's banned you to your cap--though I'm sure you won't learn a thing from it. -
I don't think you need to worry, I've just learned not to test content outside of a full build revision. Last couple times I tried things went... badly.
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I see it was uploaded, I've approved it and marked that request fulfilled. I'll leave it in the list until I'm able to test it next revision, but I don't expect any problems with integration. Thanks Salk!
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Aha! That was what I was thinking of--I'm glad I'm not quite as out of my mind as I thought.
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Wow, 0/2 eh? I must have really been spacing out when I was listening to their dialogue.
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Ah, I just remember him talking about swoop stuff and misremembered him saying he had items in stock. If that's the case, I think only the Czerka clerk on Tatooine explicitly mentions owning parts, but I am much less expert in K1 than K2, so even having just replayed it I might not know about edge case dialogue where other merchants might mention swoop items.
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I don't know how I missed this in my initial notes, but I have added one additional request that I forgot (Make T3 An Actual Character).
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See that's what had me incredulous, differentiation of texture is definitely important but I also very much wanted his off-hand weapon to be shorter to make it visually clear that both weapons weren't tailor-made for him in the same set and were instead scavenged, and that's why I thought it wouldn't work as easily, because at best they'd need to be kept as vibrosword models to retain BioWare's edited statline. Part of me is glad that I had the right impression of what was possible in KOTOR terms, even if this now makes it more annoying to decide what to do.
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I understand that part, I meant in the sense that it wouldn't be an issue to switch to a model of an entirely different type (vibroblade rather than vibrosword) while retaining the altered stats, without needing to tweak the stat line anyway to re-align the damage and ATK. That's the part I assumed would make KOTOR freak out if attempted.
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Not in so many words, he just said it wasn't impossible like I made it out to be, and was pretty easily doable. I had assumed that retaining the same weapons would at best allow for the skin applied to them to be changed, not the model as well.
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True enough, but it's still two of the exact same vibrosword which even if altered to utilize a different texture would share the texture between the two of them--that is to say that I could make them look like Sith Tremor Swords, but they'd then both be Sith Tremor Swords. I'm not wedded to BioWare's design in this case; I think it's more impactful thematically to be visually distinct, especially in that the Echani vibroblade is both shorter and clearly of a different design, because it makes it more obvious that The One is grabbing detritus left over from the spacefaring cultures that are crashing on Lehon, not using things ready-made for him. Especially since I can just boost his strength to compensate for the lost damage and ATK bonus. EDIT: After speaking with JC a bit he seems to think it'd be no issue to use the enhanced weapons and have them both be aliased to visually appear to be two entirely different models (vibrosword & vibroblade), so in that event I have no problems retaining the original weapon stats.
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I understand that logic, however at least two merchants mention carrying swoop parts: the Rodian Czerka clerk on Tatooine and the Ithorian droid merchant on Manaan. That's not to say that two upgrades are mandatory, but maybe it should be that one of those two must be interacted with to perform the upgrade, and once you've upgraded your bike the dialogue about buying swoop parts from them is removed from their rotation of possible greetings. @Hunters Run is still active, so yes certainly this is an option. I am always hesitant to ask modders to change content that they've already produced to fit my standards, unless they've specifically requested build consideration. However, if he's amenable and willing to bear with me probably needing a month or two before I can do a test playthrough of the mod and make a definitive list of what I'd want to see out of an update, I of course have no problem working with the existing mod. Well, as I see it, the "neutral" option would just be not interacting with him at all. He's requesting you put him into shock because he thinks that he can survive while preserving the location of his stash, and the alternative is death of continued imprisonment. To me it seems like an LS decision, though I would have absolutely no problem with a mod which had two install options, one just removing the DS and the other changing it to LS. Yes, I agree, I just didn't know if that was easily scriptable. Stealthed players shouldn't trigger aggro from the guests while looting their junk, as long as they remain undetected.
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I went off StrategyWiki, which just lists his equipment as two standard vibroswords. If that's not correct and they're instead special vibroswords with bonus damage or attack, I would probably prefer to buff his STR stat slightly to make up the difference rather than returning those specific swords to him, because--and correct me if I'm wrong--I think even if they're unique in stat terms they just use the standard vibrosword GFX. Using the two different foreign blades each with their own unique appearances, in my opinion, creates a stronger visual impression.
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Right now, as it were.
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I will take you up on that since I don't want our conversation to discourage others from talking about other requests or suggestions here--we'll move to coordinating this in DMs.
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Being 100% honest, it would probably be easier for you to take quick videos of the gameplay and send it to me than it would be for me to get a test setup. I need to keep my build installs preserved as-is locally for testing and troubleshooting, and while that's not insurmountable I'd need to zip them up and move them elsewhere so I could reinstall a blank-slate version of the game to test the shadowlands tweaks. I'm more than happy to help, it's just probably easier for me to watch clips than for me to get my own setup in a position to run through it myself, at least until you're at a definite release candidate stage. The randomness element I like quite a bit, and particularly the idea of running into Komad down there. That was another thing I thought about possibly requesting, but thought would be difficult to introduce him down there in a natrual manner with the way the current Shadowlands is set up.
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There is a bodies stay mod for K1, yes. I don't recommend its use in the builds, so from the builds' perspective this wouldn't be an issue, but it's still probably a good idea to consider how to handle it for general mod interoperability. Modders have way more experience than I do in this respect so I think the best thing I could probably suggest is just "do what seems fun," within reason. As long as whatever spawns appears on Kashyyyk and isn't a Tarentatek, I don't think I would have seamlessness concerns about it.
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Mod compatibility would be the only possible dealbreaker, aside from the case that it winds up just not being fun. As much as I like the idea, it might be better to try to isolate the entire thing to the new module itself. Can a module transition to itself? If, rather than splitting off the first Shadowlands area, the module was instead used as a transition module between the upper and lower shadowlands, the "maze" module could just keep putting the player back in its own module until they found the right "combination" to exit it. Since all the changes would then be isolated to the modded module, mod compatibility would be preserved.
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That's a workable solution. I'd want to see how it behaves ingame, and especially for something like this I'd like to see a video of it in an early alpha state just to see how the modules join together, but I like the sound of it.
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I appreciate the brainstorming, however for exactly this reason this would still not be something I'd be willing to consider for build inclusion. Making use of cut modules such as the Tatooine temple is fine, given that those don't actually appear in the course of the normal game (though of course a Tatooine module is of dubious worth for a Yavin project). But it wouldn't be seamless for a player to play KOTOR and have a reskinned Dxun-as-Yavin and then go on to KOTOR 2 and see Dxun again. This is why I made it explicit in the request that that particular request absolutely would require the use of new modules, there's just no way to make the project sufficiently seamless without original modeling work. I actually love this idea, that's something I was considering as well but thought it might be impractical to implement. If it can be done I would love to try it, my only concern being that it might wind up being frustrating or confusing for the player. There would need to be some method to "solve" the puzzle added, and I think it would also need to be used in conjunction with removing or falsifying the area maps in some way or else it would just seem too much like taunting the player and not simulating the difficulty of Shadowlands traversal.