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Everything posted by superSzym
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I like the one from [snip] from playground.ru the most. It mainly keeps the vanilla style, but introduces a bit of freshness with Jorak's Taris planet texture seen from the bridge and new computer animations. I miss the flashing lights from Jorak's mod, though. I won't give a link though, as the pack as a whole uses some stolen content, which I deleted to leave only the planet textures, which seem to be original.
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The only location which feels like KotOR is the Endar Spire, and IIRC from exterior it looks like a shapeless cube with wires going out everywhere. Doesn't feel immersive to me. I'd rather wait for HD textures from Thunder3 or Cache71. They will at least make KotOR resemble KotOR. As much as I feel that Apeiron's areas would look great in a different Star Wars RPG, for calling this a KotOR the developers all deserve a death penalty.
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Kreia's portrait is insane well-looking, I also like that you did not overfill the animated portraits with animations of all sorts, otherwise these which aren't animated would seem static. I also like the new portrait for B4-D4. It is now in much more fitting scale than the previous one. Since I haven't gotten far enough in the game to meet Mandalore, I wonder if Mandalorians behind his back are fighting, too? That would be fun to see in game. Though it does not change the player portraits and, at least at the time being, doesn't provide many of the compatibility portraits, it will perhaps get a permanent place in my Override.
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Questions about some mod compatibilities
superSzym replied to NX01-EbonHawk's topic in General Kotor/TSL Modding
What can I tell you is that Full Jedi Council 2.0 is completely compatible with all of the aforementioned mods, since the TSLPatcher is built the way that patches every single file except for the textures. -
A Jedi Academy model into Kotor/TSL (all above perfectly legal)
superSzym replied to djh269's topic in Mod Requests
That wasn't wise of you to mention. Now I'm officially hyped for SWTOR Revan, perhaps even without the cape. djh269 also forgot to mention that the same author who released male Revan also released a female version, it just hasn't the hood. It is also untestrictive in terms of license, and perhaps after editing and head-cutting these should also work as J model replacement. For compatibility with BoS:SR though, it would probably require re-UVmapping for the mask texture to be in the same place as usually. And texture remaking would not be as painful considering that these textures look so awful that they would look awful even on vanilla KotOR so that it would be necessary anyway. Not that I'm pushing you or anyone else, it just wasn't wise of you to show that the body proportions are good and it would be possible to include these models without re-doing, making this more likely to happen and making me hyped. -
A Jedi Academy model into Kotor/TSL (all above perfectly legal)
superSzym replied to djh269's topic in Mod Requests
I don't think that the JK models have the proper body proportions to look well in KotOR. On the other hand, while looking at SWTOR Revan mod for JK I realized that it would be neat to have a mod like that for KotOR, but with cape. -
I suggest that you use VarsityPuppet's Atris head modders' resource and ask someone for making a body as a default clothing, then edit appearance.2da entry for Atris to use a new heads.2da entry, Handmaiden's underwear as underwear, Atris headless body model as clothing and usual body models as other models. You would also need Atris' cut DS outfit cut into head and body if you want to introduce dark side outfit. Care must be taken for Atris' UTCs during her appearances to have a default clothing (and highen the stats for Atris fight and a defense bonus, clothing would be much less protective), if this is already like that in game, then it's OK, if it isn't, you could patch the GFF files directly in Modules, for non-TSLRCM users you could place a vanilla RIM as a MOD for the files to be edited. I also suggest that you should ask TSLRCM developers to include restorations to Atris fight. For non-TSLRCM users it would be weird if Atris fought you with a red lightsaber and came with your old one. Also, in the mod description there is mentioned a conversation with the Handmaiden that cannot take place due to them not being in the party. You could place that conversation on the Ebon Hawk before arriving on Citadel Station if Handmaiden didn't fly with Kreia (I remember something like that mentioned in TSLRCM restoration list if male player's influence with Visas is much higher than with the Handmaiden). Probably a compatibility patch with PartySwap would be needed then if they're compatible as for now, as the Disciple and the Handmaiden for both genders makes the Handmaiden's fight with rest of the Handmaiden Sisters and with Atris for both genders, too.
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Star Forge Robes/Darth Revan's Robes Alteration
superSzym replied to ChrisC26's topic in Mod Requests
So perhaps N_DarthRevanF could be adjusted with a belt and cape from a male model, keeping the shape of the original body model. But if this is much harder done than said, and cutting parts of the models isn't as easy as it sounds (I really have no idea how hard is this, I only know that rotating a model in GMax is very hard), disregard my suggestion. -
Star Forge Robes/Darth Revan's Robes Alteration
superSzym replied to ChrisC26's topic in Mod Requests
Well, I still don't understand why does the female Star Forge robe model use the male animations. -
These stats are ridiculously high. Also, I think you can give Atris a lightsaber with the same script that gives it to her during Atris fight and the Telos Academy Scene.
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Now that I'm thinking about it perhaps you're right, these Mandalorians differ from ones in the vanilla game as they are basically living isolated from the galaxy on a planet far away from civilisation. @JC2, could you bring us some lovely screenshots, please? Also, don't take my previous note about voices wrong as it could have sounded rude. I just meant that it would be nice if you could adjust the volume and the clarity of VOs that you make as they differ from vanilla a bit. Also, I hope the Mandalorians will have a proper filter for their voices. If you don't know how to do so, Zhaboka could be helpful again. I think you're destinied to speak with him about these voices :-): (though in a different purpose than previosly suggested)
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K1 - Requesting Help Finding Animations
superSzym replied to Jenko's topic in General Kotor/TSL Modding
Isn't there a vision effect in game like a camera effect so that you could make it in both the stunt module and the BIK? -
This mod does exactly what you wanted to do. If you want to make another version yourself, you'll find the filenames here. EDIT: Sorry, not that Sith Academy.
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Actually, the reason is that on Newbiemodder's Korriban Expansion, there's a Mandalorian called Kazius. He was voiced by Zhaboka, but I didn't realize it until I read a credits section of aforementioned mod's Deadly Stream downloaded page. All the time when Kazius appeared, I thought that he uses some unused Mandalorian lines or his voice was spliced well from other Mandalorians' lines. That's pretty much all about it. Also, the Mandalorians speak Basic fluently in KotOR, it would be weird if on Lehon, they speak only Mando'a, though some lines in that language, or a good explanation why they don't speak Basic, would be welcome. On the other hand, I think that the voice-overs done for Shanilia should be improved a bit, as they're more silent and less clear than the game VOs. If that won't be a problem, if you're about to do some more VOs, focus on their volume a bit more.
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I think that setting a TSLPatcher would greatly increase compatibility. I use Schematic Lightsaber Mod and even if I wanted, I cannot use it because it overrides modules to, but it's due to more massive changes. Also, I think this mod will be overwriting some dialogue files for the endgame, and PartySwap and Atton and Male Exile Romance does so too. I guess that if compatibility won't be improved, I'll never have a chance to use this. That's sad, because I was quite interested in this mod. And why Atris cannot be killed? You could as well set a conditional set to true on Atris recruitment for all these added scenes. This will uncomplicate the complicated things. Also, does she come with your old lightsaber? And how does she accompany you to the Ravager, when you can have only three people in party? And the most important: are the new lines voiced?
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I meant rather the Basic part. Mandalorians don't speak Mando'a all the time. But it can't be that hard, considering that, as far as I know, it's just reading, as we have never heard the proper pronounciation of Mandalorian language.
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It was just a suggestion for future, I recommended Zhaboka in case JC2 hasn't started doing VOs yet because I considered he could have started them as during the time of creation of this WIP the dialogues were 95% finished.
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I think the quests are indeed that essential. We receive journal entries for every single mission in game, I really hate when something is undocumented, especially a quest as big as finding a way to enter the temple. Tomb of Azgath N'Dul and Dustil Restoration include full quests. Maybe you should ask Darth InSidious and Fallen Guardian about how do they edit the journal. You can also edit the journal through TSLPatcher, which would be essential for these who already have global.jrl in their Override anyway. Maybe you should take a look at changes.ini of aforementioned mods and BoS: SR, not only it introduces many of new journal entries, it is also for K1, in case of differences between JRL formats in two games. Or you should ask Fair Strides. He knows everything. On the other hand, if you have not made the voices yet, I suggest asking Zhaboka for Mandalorians. His Kazius in Korriban Expansion for K2 sounded just like default Mandalorians in game.
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For me GLOverride worked, but required me to extract Rancor's texture with KotOR tool and remove the alpha channel. I have AMD Radeon 7900. I am actually also wondering why does the grass render many things invisible. Probably the game has problems in interpreting textures with alpha channels and some of the envmaps on certain video cards, which is a graphic issue and probably would require quite a heavy update. Not much can be done about it by the modders I think, as GLOverride would cause a bad interpretation of other textures with alpha channels, I mentioned the rancor as it was actually the one I've seen, but some mentioned also HKs, which I don't know because I'm using DP's replacement with Kainzorus' textures for both games. Oddly enough, while many of these textures could be fixed by adding a CM_Baremetal envmap, this doesn't always work - for rancors, it didn't, at least for TSL. The grass is the most commonly mentioned bug, but you can find graphic bugs of all kinds if you're not using some rusty archaic NVidia. For example, each time I change the planet and during the Taris Carth meeting scene, Carth's textures disappear, on the Ebon Hawk the cockpit skyboxes, Zaalbar's and Mission's (lekku) textures also go somewhere over the rainbow, though this is probably due to me using quite a bit of mods (K1 Enhancement Pack, Russian KotOR Graphic Modification, KotOR Ultimate 0.4 for Ebon Hawk textures, High Quality Skyboxes, High Quality Cockpit Skyboxes, Quanon's and Cache71's textures for which party members possible and Quanon's for the rest). The only practical solution is to find on E-bay some ancient Nvidia artifact, a PC of matching age and then happily play KotOR without any mods.
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There isn't such replacement nowadays, but Malkior is working on one.
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I do not mean to argue with your statement, as I'm not entirely confident about it, but are you sure Hanharr and Chuundar don't use unique models and textures? You know, Hanharr wears some thingies and Chuundar has a necklace. Also, K1 Enhancement Pack brings us a bunch of beautiful Wookiees. Other Wookiees looked awful and bland when I saw them, I'm afraid I don't want the situation to get reversed. Just joking, I'm not pushing you. What RedRob41 brought for that mod looks so good and nicer than the in-game defaults that I'm sure I can live with it being lower resolution as long as a full pack of HD textures for K1 isn't completed. And I don't mean Xarwarz. I'm too old for cartoons. Still, your work on Zaalbar is really nice. Better than Carth, I suppose. You made him look scary a bit. Would you consider a version following Carth's vanilla scheme more?
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Count me in for beta testing.... and for adding this mod to my super-incompatible mod list, making it so messy that it's less-than-none likely to look on it and help. I just love big storyline mods so much. As would one rusty droid comment on it, "Hyperbolic Enthusiasm: I'm hyped for that mod"!
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I have one little (or perhaps a bit larger) request - to edit SLM and Dustil Restoration so that a ghost in Korriban Tomb doesn't appear, Dustil has a Telos Defender Lightsaber as an offhand and whichever blue lightsaber as a mainhand, you get Telos Defender crystal at whichever point Dustil dies or when he leaves your ship and the Prairie Rancor on Dantooine gives you a schematic/crystal when you kill him? I previously wanted to keep things as they were, but I realized that not only the Sith ghost will stand and laugh from Nebelish's death next to alive Dustil, you also won't be able ot defeat the Sith ghost, because you can walk on Dustil's (previously Nebelish's) room freely only during the fight, before the fight a conversation with Dustil triggers automatically when you enter the room, and after that the room is closed. If one who's willing to take a request would like to pack it into modules, I use NPC Overhaul with Revan's and Malak's UTCs taken from SLM + Revan's TOR Saber mod (as I also use Revan's TOR Saber by Kaidon Jorn) 711KOR.mod and Bastila's UTC changed so that she will wear her default clothing instead of a robe given by NPC Overhaul. I think I don't need to mention changes to 601DAN, as they're a bit wider, because a crystal, from what I've seen, is given to you by a single OnDeath script from rancor's UTC. Thanks in regards for your help.