JediKrusader24

Members
  • Content Count

    22
  • Joined

  • Last visited

Posts posted by JediKrusader24


  1. Hey guys, Happy Holidays and a Merry Christmas to all!

    Not really a mod request per se, but I figured this would be the best place to post this - I'm preparing to do my latest run of TSL with TSLRCM installed of course and was wondering if there's any straightforward way to switch to Suulru's Vanilla quest line on Dantooine instead of including the Kaevee restored content, which (honest feedback) I've always found to be kind of superfluous with the material available to restore.

    I also think that removing Joraan as Suulru's mystery thief robs the player of one of the best dialogue choices in the game: 
    img-98.JPG


  2. All Men Must Hype, you guys!  :thumbup: 

    Watched the trailer several times now, really like the new things you guys got working in-game, especially the flying drexl, Mandalorian jetpacks and last but not least, Revan's lips. The K2 Basilisks look really badass as well.

    One quick question I have - was there ever a point were you considered changing Revan's appearance, given the fact that this is a prequel? Like maybe removing the goatee or giving him a mullet or something? 

    • Like 1

  3. That Battle of Malachor V sure was something, JC.  :laughing:  

    Thanks for sharing all these, for the shoutout and for your additional commentary, it's nice to see all these stories compiled together after all these years. I'm glad to have been part of it and I had no idea DarthRevan789 was Jenks all along, haha.

    I feel kind of sorry that all of the team's ideas and stories never made it to completion, but like you said there's a lot of valuable lessons to learn from the experience. As mentioned previously, I haven't given up on my own comic adaptation, because I love these games, the story and I'd like to put some of the crazy ideas I have in this format.

    Still really really want to see your Last of The Jedi, starting it off with the first Atris conversation on Telos was an interesting and bold choice.

    • Like 1

  4. For a long time I was not aware of them. Lots of wasted potential if you ask me, there's so much more they could have done, it needed a better story, and Brian Ching doing the drawing.

    Yeah, sounds like there's a reason nobody really seemed to care about them, since I recall the Wookieepedia pages for the individual issues not being updated with almost any info whatsoever for a loooong time, while the main KOTOR comics had pages full of details and info.


  5. That's one exception, yes :D The Zayne Carrick comics. I got really attached to those, wish I owned them all, but they're very expensive when you add international shipping costs. They picked up lots of different stuff from the games, a bunch of characters, droids and vehicles, creatures, and some of the original stuff is amazing too, like the Vector storyline.

    It was a really good and pretty tight, self-contained story, that of Zayne Carrick and Co. I think they had an additional 6-issue story arc called 'War', set after the end of the original timeline, did you get a chance to read those as well?


  6. I'd be grateful :D

    And by all means, let's have more kotor comics in the world. Don't know about you guys, but I ain't feelin what they did with the Old Republic after kotorII, in comics or other media.

    ps: love your avatar  :lol:

    Haha, cheers, just something I found while doing a quick Google search.

     

    As mentioned, I'm still interested in getting at least one of my KOTOR concepts off the ground in comic form. Just need to find some time. Got plenty of whacky ideas in the tank, though. :lol:

     

    And thoroughly agreed on TOR, it's a crushing disappointment and I'm very pleased and encouraged to see that there's still such a passionate community around the two original games, both modders of course and the guys working on the KOTOR movies.

     

    Btw, have you tried the KOTOR comics set before/during the Mandalorian Wars?


  7. As per my exchange with DarthParametric in the General Modding section (link to thread here), we have identified a bug with Admiral Cede's appearance in TSLRCM - instead of the generic Republic Officer uniform (the one worn by the Harbinger's Captain), he appears in the regular attire of a Republic Mook/Soldier.

    1) When did the problem begin to occur?
    First Harbinger Module

    2) Did you install the latest version of the mod?
    Yes

    3) What version of the game do you have? (Steam, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version?
    Steam

    4) Did you update your game as required by your game's region?
    No

    5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file?
    Fresh

    8) What other mods did you have installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)
    - admiral onasi reskin, Silveredge

    - JC minor TSL fixes, JC Saber Workshop, JC Handmaiden Sisters

    - Malak with hair
    - Droid Enhancement

    - Visual Effects
    - Improved Party Outfits
    - Widescreen Fix
    - Animated Monitors

    - TSL HQ Blasters
    - TSL Backdrop Improvements
    9) Can you be more specific about the error? At what point did it happen?
    Hologram of Admiral Cede talking to Harbinger Captain.
    10) Have you tried re-downloading the mod?
    No

    11) Have you tried using a different save game?
    No

    12) Have you tried starting a new game?
    No, but I have noticed this issue on previous TSLRCM playthroughs.

    13) What Operating System do you use? (List Virtual Machines as well if you are using them.)
    Windows 7


  8. Hrm, I looked at his UTC on both Citadel Station and the Harbinger and I was sure they pointed to an officer appearance. I'll have to check if there are additional UTCs.

     

    Edit: OK, looking in 151HAR, n_repoff001.utc points to appearance Republic_Soldier_Mal_Old_Black which uses N_RepSold. So yeah, that is just the generic soldier appearance. It should be considered a bug in TSLRCM, seeing as all his other appearances use the officer body. It should be reported to the TSLRCM crew as such.

     

     

     

    Yeah KTool relies on the registry for the game's location. Steam uses keys it doesn't know about. I posted just the other day about how to fix it - http://deadlystream.com/forum/topic/5852-lack-of-head-skins/?p=60954 Be aware however that if you are using the Workshop then KTool won't see that content. It only sees what is in the primary game folder.

     

     

    The comments say it no longer works.

     

    ========================================

     

    Edit: I've had a look at the Admiralty mod's contents and I have to say I'm unsure why it's as complex as it is. It edits scripts and dialogues, adding in new UTCs. I would have thought simply editing the original UTCs to point to the new appearance rows would be sufficient, at least for TSLRCM. I've never used it myself. Did it add in cut content for Carth before TSLRCM was around?

     

    Here are all the UTCs I could find in TSLRCM:

     

    TSL_Admiral_UTCs.jpg

     

    The two Carth ones I highlighted I am unsure about. I assume that the Dantooine one must be Admiral Onasi, but the one on the Ebon Hawk I am wondering if it may be something else.

     

    It seems to be the logical starting point is creating new appearances and then editing these UTCs to point to those. The problem is testing, seeing as you need a save before having entered that module, which more or less means playing a full game.

     

     

    ========================================

     

    Edit 2: Seeing as Jinger gave permission to use the mod assets with attribution, I figured I'd have a crack at making a revised version of it. I actually ended up just making new models, seeing as the original used full body models. I went with separate heads to make reusing the bodies for other purposes easier, and because Jinger swapped out the original Saul legs with Carth's, while I kept Saul's but modified the texture. I also lopped off the bit of their heads underneath the hats, as I noticed that Jinger didn't do that and it looks pretty weird on Carth in hologram form.

     

    Like I said, testing is difficult, so I have only been able to test on the Harbinger so far, but that seems to be working at least:

     

    TSL_Admiralty_Redux_Test_Carth_01_TH.jpg Spacer_50.pngTSL_Admiralty_Redux_Test_Cede_01_TH.jpg

     

    If you want to test it, here's an initial version (you'll probably need to start a new game):

     

    https://www.darthparametric.com/files/kotor/tsl/[TSL]_Admiralty_Redux_For_TSLRCM_Beta1.7z

     

    It's designed to only work with TSLRCM, so if you are using the Steam Workshop you'll need to install it over TSLRCM's Workshop folder, which should be \steamapps\workshop\content\208580\485537937 for the English version. If you also use M4-78, I gather you'll have to install it over that instead, but I don't use that so I haven't tested it.

    Wow, thank you for taking the time to look into this, DarthParametric. I'm pretty sure the Ebon Hawk 'instance' of Carth is supposed to be the message he stored on T3, so logically it should be his K1 look.

     

    I'll give the Beta you posted a spin, is there any way to apply the changes just to Cede? I'd installed Silveredge's Admiral appearance for Carth after Admiralty was not working.


  9. Looking at his UTC, he uses the generic Republic_Officer_Mal_Old_Black appearance, which uses the model N_RepOff. So he should already be in the officer's uniform.

     

    The Admiralty mod is just an edit of the Saul Karath model/texture to make it match Admiral Dodonna's model/texture (both of which remain in TSL's files). The easiest thing to do would be to replace the male officer model with the Admiralty mod's model, and the female officer with the Dodonna model. That would require minimal effort. The better option would be to create unique appearance rows for with those models for Cede and anyone else you want to change and then edit their UTCs to point to that (of course that is basically remaking the Admiralty mod, or at least the compatibility patch, so I assume you don't want to go down that route).

    Thanks for the reply. I've just checked in-game and it looks like Cede's dressed as a regular Republic mook by default, see pics below for comparison:

     

     

    RepOfficer

     

    CedeRepublicMook

     

    Additionally, KotorTool is not picking up my TSL folder. I'm guessing this is because I'm running the Steam version.

     


  10. People remember my comics?!!!!

     

    Yeah, it was a thing. I did some, and I recall one or two other people did a bit, but I don't think any of us got a lot done. I know my stuff isn't currently accessible because of hosting problems, either. I think I have most of it but I know I did lose a lot of my older images. There's some stuff I never released, too, so I might see about making it all public.

     

    I didn't really know what I was doing at first, and my methods changed over time, and even then I still didn't really know what I was doing. So there's a lot I would do differently. I initially started making comics because I had failed at making films, and I only quit making comics because I basically learned everything I needed to learn in order to make films while I was making the comics. There was another factor, though: coming up with the visuals was so much more time consuming than writing the scripts. Back in the day, when I was doing a comic adaptation of KOTOR, at the same time I was also doing a novelization with the help of Jenks and some other guys. I remember getting halfway through Dantooine in the novel before we ever got close to rescuing Bastila in the comic... mainly because I was the only one working on the visuals, but it really took that much longer. The format does have its merits and I'd certainly like to see other comics done with the game, but the game engine isn't a substitute artist; you still have to do all the work.

     

    I repeated that process a few times on my own with some other projects, some got scrapped and others turned into just prose. For one of them, I was doing a story set in the Mandalorian Wars and the existing assets were just too limiting for the story I wanted to tell. So that's another issue. If you're drawing a comic and you want to visit a new planet, you only need to draw it. With the game, it's not that simple. If I were to give that another go, I'd probably seek out an artist instead. If you have a story that can be told through the game alone, though, it's worth a shot.

    Of course people remember your comics, they were revolutionary and quite good. ;)

     

    I actually tried getting a project like this of my own started back in the day, but never devoted enough time to it to actually get it off the ground, mainly due to university and other commitments. I believe the farthest I got was the beginning of a script for the first issue, as well as a crude cover for it. 

     

    Still, there were some nice ideas in there which I'd still be interested in exploring, either in comic or movie form. Speaking of which, I think I still have some of JC's old comic strips lying somewhere around my old files, I could try digging them up and sharing, with JC's blessing.

    • Like 1

  11. So given the fact that the Admiralty Mod seems to be causing a game-breaking bug with the latest version of TSLRCM, I'm looking for a way to change Admiral Cede's excruciatingly generic look in TSL to at least a Republic Officer uniform (like the one worn by the Harbinger Captain), as I understand getting him in an actual Admiral uniform is a bit more complicated.

     

    Seeing as I have no modding experience, I was looking to find out if there is a straightforward avenue of getting Cede into something more respectable.

    Any tips, gents?