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Everything posted by MotleyNerd
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@Commander Awesome That may not be correct. For one thing, while the theory of Kreia being Arren Kae has a massive amount of information to back it up, it was never formally confirmed because Chris is a funny man, so Arren Kae may have been an Echani Jedi (which would also help explain Revan's supreme tactical mind, he was taught by an Echani). But, considering Kreia... yeah, she's absolutely Arren Kae, and therefore the question becomes "Was Kreia an Echani?" Officially, no. Both Kreia and Arren Kae are listed as human in all online sources. But if that is the case... then why does the unfinished, stock model of Arren Kae left in the game files have pure white hair, silver eyes, and a similar complexion to all of the Handmaidens? The only discrepancy is the eyebrows, and that can actually be accounted for: The model was unfinished, and TSL is the first time in all of the lore that we ever directly encounter any of the Echani. The first time they were mentioned was in KotOR, and no defining features were given about them, only passing mention. The only other times we ever see a member of the Echani in all of Star Wars media are in the second Bane novel and the Plagueis novel. So it very well could be that the final details and design were landed upon only after whatever plotline that had the Arren Kae model was abandoned. Even so, if we want to take the Arren Kae model at face value, we know nothing of Kae's parentage, so she could be half or a quarter Echani or something. Plus, with how much Kreia seems to know of the Echani rituals and rites, as well as her own absurd abilities of planning and precognition, not to mention her knowledge of lightsaber combat being so complete that, in the lore, her triple-saber telekinetic combat had each saber using different saber forms simultaneously and in perfect coordination, I think there's more than enough detail to pin Kreia as having been an Echani herself. @rumbuggy I'm wouldn't say it's necessary, but I am a fiend for cool, lore-accurate stuff, so I wouldn't say no lol A close-up of an art piece featuring Raskta Lsu, the Echani Jedi Weapons Master who accompanied the strike team that fought Darth Bane in the second Bane novel. I believe this is official art, but I cannot recall the source. Either way, it's an excellent reference piece.
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- player head
- exile
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These are impressive, though I find the Handmaiden one to be... well, inconsistent with the lore (though, to be fair, her skin already isn't pale enough in the vanilla game). Echani are a near-human species, diverged from standard human enough to become their own species (like the Chiss, Zeltrons, Miraluka, Rattataki, etc.), and one of their defining traits is the snow white hair, silver eyes, and practically albino-esk skin color and near-uniform complexion. In vanilla, her skin is already closer to Anne Hathaway than to... well, the Albino in The Princess Bride, but here she basically just looks like your average Irish person. 'Course, that could just be a side effect of the screenshots. It always looks wildly more impressive in-game.
- 4 comments
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- player head
- exile
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- 33 comments
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- hex-editing
- aspyr
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- 6 comments
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- miner uniform
- peragus
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This is an excellent idea, and one I've wanted for a long time. However, it could- and should- be expanded. To each of the other trainable party members. Kriea can be left alone due to her backstory, but Atton, Handmaiden, Disciple, Bao-Dur, and Mira should all be able to get the chance. The level requirement in a Jedi class doesn't need to be changed, though if you want the opportunity to do them all in one save, it's probably necessary (even if you start off your first world on Nar Shaddaa for some reason, then go to Dantooine), at which point they could probably have the requirement taken down to 10-7 levels. Getting all the needed levels may be easier with an XP system alteration or throwing in the Droid Planet or some other extra content to fill it out. Atton and Mira would likely gravitate toward Watchmen, Bao-Dur and Handmaiden toward Battlemaster, and Disciple toward Master. Thematically, this idea would also work with Visas starting as a Sith Assassin.
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- visas marr
- visas
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- 5 comments
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- lightsaber models
- tslrcm 1.8.6
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Really depends on the contents of the mods and how you mix and match them, as well as what order you install them in. You can also stick to mostly a handful of mod authors and not have many issues. It also helps if the vast majority of these mods are skin or textures. There's also bugfixes for some mods, which some may not even count as full mods. I may have also taken some notes from the guy who set up the uber-builds on neocities. I may have also been slowly working on and expanding this build in my free time for... several years. Between installer and manual, a good 75%-ish of the pack is skins, textures, or bugfixes not contained in the Community Patch (or for other mods). While I can't give you an exact number, the number of individual releases, mod/texture/bugfix/etc. is at least 232. At least 80 of which are exclusively Dark Hope's skins and textures. Believe me when I say that my KotOR 1 build, in nearly all of its stages, has almost never encountered any major difficulties until this, and I am fairly confident through testing that the conflict was specifically something caused by Lightsaber and Force Forms. Since removing it, I've experienced no issues. That said, I'm also using some of N-DRew25's more... experimental mods, like his loot immersion mod, NPC diversity, and the Duros/Mandalorian upgrades. That's pretty much all I have here that's relatively untested. Now if only I could get my freakin' TSL build to work. That one has been a nightmare.
- 12 replies
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- lightsaber hilt
- game breaking
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I know this post is a while done already, but I just so happened to have come across this exact same bug. I have a similarly massive mod build on my end, and I have just gone through and almost individually gone through and tested somewhere around 100+ mods. I may have fixed that and another bug I was experiencing by mistake, but it appears that the source of the problem is Lightsaber and Force Forms. No clue what the specific conflict occurring is, but taking that one out fixed it.
- 12 replies
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- lightsaber hilt
- game breaking
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- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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I've gathered as much from other posts. What's interesting is that it isn't consistent, at least with my antivirus. I have Webroot, so maybe that has something to do with it, but I have between 5-10 mods that use HoloPatcher for KotOR, and the only two that set off any issues are for the Community Patch and WildKarrde's Transparent Environment Suit Faceplates for K1. Only thing I can see about them that differentiates them from the others is that they're renamed to INSTALL.exe. Webroot has no issues with any other instances of HoloPatcher.
- 26 comments
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- xor
- mandalorian
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Sorry, forgot to mention I figured out the problem. Apparently my antivirus is so freakin' concerned with the installer for the Community Patch that even when it's listed as allowed, it doesn't let it finish the install of the patch, so I have to turn off my antivirus temporarily when installing it and keep the installer in a .zip file while it's on. I have another mod it does that with, too. Basically, g_jagi.utc was one of the files not getting installed. That problem was solved, and entirely on my end. I apologize if I caused any trouble. Now that that's done, though, I have to figure out another issue lol My mod build is massive, so I'm not sure what's causing it, but something is making the little dialogue cutscene where Trask sacrifices himself bug out. Darth Bandon spawns in completely frozen, unable to move, Trask finishes his line, and then the camera locks and he never moves forward. I have to completely close out the game from the outside. Again, not sure what's causing it, as it's a massive build (well in excess of 100 mods) and some of the smaller drag 'n' drop mods and textures are all thrown into packages together for convenience, so they're no longer labeled. I have to figure out what all the unlabeled mods are and pretty much start testing for the bug one mod at a time. Though I'm sure if I posted something about it in the forums, I'd be able to get some assistance on making the build work. Again, though, I need to figure out all the unlabeled mods. And that's because I'm a big dumb idiot who already got rid of the .zip/.rar packages to save storage space.
- 26 comments
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- xor
- mandalorian
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- 26 comments
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- xor
- mandalorian
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- 305 comments
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- patch
- compilation
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As much as I love the music of KotOR II and think it really helps the atmosphere of the game, I must agree that the majority of the battle music is pretty bland. I don't quite agree with using the SWTOR music in the game, though. Completely different, tonally. Won't fit well with the game. What you need is something new that's based on the old, something original that fits with the game. If at all possible, I recommend contacting and commissioning some stuff from Samuel Kim. I'm sure he'd love to work on a project like this. Examples of some of his previous works with the KotOR/SWTOR era music for those who have not heard his work before: As well as an original piece:
