Prince of Pomp

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Everything posted by Prince of Pomp

  1. I absolutely hate the flickering blades, so I used JC's TSL Movie-style blades to replace the textures and deleted the txi's that made them flicker. I swear, it's like a strobe light. THe mod needs a warning about possibly causing epileptic seizures
  2. Out of curiosity, what file in the override would i have to edit to change Garassk's inventory? I have a few robe mods that I'd rather gain access to immersively, rather than via the cheat menu, and he seems like the ideal NPC to use fr this purpose.
  3. Thanks, I'm still new at this. This was actually extremely helpful, and I appreciate that you took the time to explain it.
  4. I am just curious, but has anyone considered doing a robe set based on the Green Jedi, otherwise known as the Corellian Jedi? I don't mean a simple recolor of the standard robes, but as a mechanically separate robe type with custom textures? The reason I am asking is, despite the fact that Halcyon, the family name of the most famous lineage of Corellian Jedi, which eventually produced Corran Horn, protagonist of the X-WIng series of novels, is one of the names that can be randomly generated when creating your character, that no one has seized upon the role-playing implications for such a mod. While those that have played SWTOR may be more familiar with the Corellian Jedi than others, I will summarize as best I can. The Green Jedi, named for the distinct coloration and nonstandard(!) patterns of their robes, were a branch of the Jedi Order that had ideological differences with the High Council. They were based in Coronet City on Corellia, worked closely with CorSec, ( the Corellian police force), and had unique practices, such as allowing their members to marry and the passing of Jedi Credits to close associates. Basically, a rather interesting faction that existed contemporaneously, as displayed in the MMO, as the Corellian Jedi are already well established and have already diverged from standard Jedi practices. Now, I'm not saying that I'm a huge fan of the robes displayed in the MMO; I personally find them too gaudy and impractical (See the Wookieepedia page if you want to verify the claim). However, a toned-down version with a different stat distribution from regular robes and a unique model is something that would greatly interest me. However, I have no skill with designing textures or 3-d modelling, so I am incapable of doing this myself. Yes, it's probably a tad esoteric unless you were huge into the EU (Go read "I, Jedi" if you haven't already. Right now. Come back later, just go read it.) but it's the kind of thing that I'd like to see more of. Like it or not, we're not getting more EU content, and adding more of it into the game isn't a bad thing. Besides, everyone likes a new robe mod, and if it's mechanically interesting in addition to good looking? That's even better.
  5. I love the look of these robes, but it does make me curious about something. Have you considered porting these back to KotOR 1? I've always been bugged by the lack of visually interesting robes in the game.
  6. The use of the stun baton animation and properties is a big turnoff for me. You should be able to use a knife in the off-hand, or dual wield them. Frankly, i do believe the vanilla animations would have been fine, but if you feel that changing the way they function is required, more power to you. I, for one, am going to stick to my vanilla vibroblades, or maybe just apply the retextures.
  7. Have you considered doing compatibility patches for some of the more popular additional saber colors mods? I'm mostly talking about crixler's, but that's more out of a distate for the non-optional flickering blades
  8. Is this compatible with a manually hex-edited .exe?
  9. I really like all the new blade colors, especially the custom Bastila one, but I am honestly not digging the flickering, It doesn't look all that great in cutscenes, and I was wondering, have you ever considered doing a second version of the mod, or perhaps an optional file, that replaces the flickering with FX generated from the Saber plugin for After-Effects, aka the one used to generate the blades in the prequels? I know JC has a mod that does that, and a compatibility patch on either end would be nice. Aside from that, great job, and keep up the great work.
  10. Some images would be much appreciated. I'm hesitant to download this on account of the lack of screenshots
    Great mod, and I love the outfit and custom saber. I wish that the robe was able to be upgraded to help it scale, or at least were set as something other than basic clothing. The saber, on the other hand, has been giving me issues. It's been vanishing from my inventory when I visit a workbench, and, if equipped when doing so, also takes the other equipped weapon. It might be an issue with my installation, but a double-check would be nice. Additionally, maybe give it a free feat , or something else to make it mechanically distinct from a standard saber? Nothing super broken, but, from a real-world perspective, a longer hilt on a sword gives a bit more leverage and therefore more cutting power. Just a suggestion, although that was (presumably) the purpose of the non-staff long-handle lightsabers from Legends/EU material. Frankly, I'd classify this, Kyle Katarn's 3rd saber and Warb Null's as long-handles, and anything longer as a lightsaber pike. Crap, sorry about the lore rant, I tend to get carried away with the nitty-gritty sometimes. EDIT: Okay, my bad. I manually had to edit the upcrystals.2da and had to fool around with that to get it functional. The mod didn't have it's own original crystal, from what I can tell, so I guess I can no longer use blue crystals until I can find a unique blade texture and crystal to replace that. Also, I was wrong about the robes, so that means this goes up to 5 stars. Good job.