darthbdaman

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Everything posted by darthbdaman

  1. This landing zone in old screen shots doesn't look familiar to me. Is it an older version of one of the planets?

    429357-kotor_006.jpg

    429355-kotor_004.jpg

    429356-kotor_005.jpg

    1. darthbdaman

      darthbdaman

      Yep I know about the demo stuff and this does seem to fit with dantooine architecture. The demo stuff didn't seem to invlove the ebon hawk from what I found though, most of it took place in the courtyard after the sith attack (there's scree shots of that), and then in the taris sith base I believe

    2. Mutilator57

      Mutilator57

      You can find pictures of the hangar, along with other E3 stuff here too: 

        

    3. ebmar

      ebmar

      Quote

      You can find pictures of the hangar, along with other E3 stuff here too:

      Even with 240p the awesomeness is still there- undetached.

    4. Show next comments  9 more
  2. Realistically, having players choices from previous games actually matter is impossible for practical reasons. I think KotOR 2 does a good job of referencing the choices without wasting resources accommodating all the different options. Having said that, if we are going to continue on as the exile, as I think they should have, you would have to implement some sort of time skip to give time for all your companions to disperse, and have the sith invasion occur without it feeling contrived that it happens exactly as K2 ends. You can have the exile ditch everyone and go off with T3, HK, and maybe Atton (he can't die without restored content, so he can be included). Mandalore has Mandalore stuff to do. Disciple/Handmaiden, Visas, Mira have Jedi/Sith training to do. You can then say the exile was screwing around looking for Revan for a few years (good excuse to lower the players level and alignment scores). I think that's a decent enough setup that lets old companions show up, but be easily replaceable, sort of like how mass effect worked. I think the sith invasion does need to occur at some point, for the story to have any stakes, but I'm not sure if it should be at the beginning or the end (for some K4 setup). The story really starts to just turn into mass effect/new Jedi order at this point so I'll stop.
  3. The twi'lek master that is watching the fight outside the ebon hawk has a custom I model set in the 2da file. This model is based of off the k1 robe model, so when the k2 texture is applied to it, it looks wrong as the texture isn't designed for that model. I can post a screenshot tommorow.
  4. I found that the male Caucasian hands were a little too dark, they don't seem to match most of the heads. I also found a small conflict with DarthParametrics diversified Jedi captives on the star forge mod. The mod adds an npc to dantooine which uses a modified old robe model to change the standing animation.
  5. What compatibility option should M4-78 v1.5 use? The 1.2 or 1.3 (steam version? Or will it need a new option? I believe it should be the same as 1.3, since the 703Kor module does get added by m4-78 1.5
  6. For clarification; 0 and 1 are identical. 2 is supposed to represent bonus feats, but they don't exist in the game, you can always select all the feats available to your class. 0 is a regular feat, and 1 is a regular or bonus feat, but as bonus feats don't exist, there not functionally different. 3 is feats that are automatically granted by your class, and are not selectable at level up. 4 isn't available to the class, and isn't able to be selected while leveling up. So a Soldier/Guardian cannot select any specialization feat except lightsaber, although they do keep any specialization feats they took while leveling as a Soldier.
  7. These are just some ideas that I wanted to write down after going through the end game sequences again. I was using the Extended Enclave mod as well as TSLRCM, and overall I think it is better than normal TSLRCM, there is still some things that I think could work better. First thing, I would have the Nihilus/Tobin cutscene trigger during your next space flight after completing Onderon, instead of when entering the enclave. It disrupts the flow of the sequence a bit where it is now. Handmaiden confronting Kriea and finding out she is Sith before the trial is awesome, and makes the whole scene way better. The scene where Visas confronts Kriea seems redundant though. I imagine it would be good if the player was female, but with Handmaiden already there it is sort of odd. Everything else with the masters is awesome, and I really like having the Genharadan explosion stuff here. It fits pretty well, but it could use some more editing. The Sion/Nihilus fight is perfect, and I love having it here. The conversation with the party on the Ebon Hawk could use some retooling though. Handmaiden's "come with me" line added by Extended Enclave is totally out of place. It can just be removed, she doesn't need to say anything and they can cut straight to the ship. I'm fine with having Handmaiden not immediately trying to take Kreia to Atris. She seems pretty OK with her being a Sith in the first conversation, and doesn't stop her from killing the Jedi masters. The only thing that bothered me was Visas being here after confronting Kreia. If the earlier scene with Visas confronting Kreia was removed this would be fine. I think the order of events could use some adjustments. There really should be a scene of Kreia knocking out the Handmaiden if she's the one that took her to Atris, so there is a reason why the fight with the sisters occurs after Kreia gets to Atris. Once Atris is dealt with all the attack space battle cutscenes should play out and we can have our conversation with Grenn, where he brings up Bao-Dur and HK-47 being missing. After this line is when the HK factory stuff should start. It doesn't work nearly as well right now, occurring after the factory is already over. You could then have the shuttle flying cutscene, come up with some excuse for Bao-Dur to die (shuttle crash maybe :), and have HK do the factory as normal. I'm not sure how you could fix the weirdness that goes on with the Ravager. The shuttle boarding on the station is written so that Mandalore, Visas, and the Player are all together, and makes perfect sense. But the second they get on the Ravager, the player clearly shouldn't be there until after all of the proton cores are placed. I'm not sure if there is a satisfactory solution to this. Restoring the Citadel Station destruction ending would be cool, and I don't think it would be that much of a stretch to just show the shuttle leaving the Ravager, and then cut to the Ebon Hawk leaving from the polar cap instead of the station.
  8. And Mandalore thinks that Kavar died in the Jedi Civil War, which means he also shouldn't be at the ceremony with Canderous
  9. Should Atris be there? I'm pretty sure she takes of with the holocrons before Dantooine gets nuked, and I don't think she comes back
  10. Different saber style animation, or at least different ready animations, was going to be in the game. The animations.2da file has rows for them. I'm not sure if anything else was actually finished, or remains in the actual game that references these though
  11. The neck is the only thing that seems really different. Its got a high light brown collar before the darker brown. The gloves are also a lighter brown. @DarthParametric made a bunch of different Revan models, but I'm not sure if he made ones that are just PMBJ with the Hood and Mask added, no cape and/or belt. It would be a nice model to have anyways, as it wouldn't rely on using the animated model that has the textures baked in.
  12. He has my permission for everything already. I do lean towards that mod being a fix, but idk how other people feel about it
  13. I would rather he didn't, that mod isn't a fix
  14. Yuthura and Uthar have unique textures for their uniforms, so I think that those should probably be kept (although they are applied inconsistently and change when they move between zones). I really like most of the other changes though.
  15. The mission not wearing clothes thing happens because it uses a separate utc record for mission, if she isn't already in your party. You could just slap some clothes on that file and be done with it, but getting her to actually match the Mission in the party is going to be rather difficult. I tried decompiling the scripts related to the scene, but dencs failed on most of them, and I couldn't get any farther than that.
  16. I'm pretty sure PMHH01 Fixed includes a fix for the cheek that head model clipping fix doesn't have. I tested them a while ago, and I found PMHH01 Fixed to be slightly better, and think that was the reason. I'm not sure though
  17. This from my mod list that haven't been mentioned: Merchant Inventory Fix by JCarter426 Sandpeople Disguise Drop Fix by Kexikus
  18. Things in my mod list that haven't been suggested already: Head Model Clipping Fix by redrob41 Merchant Inventory Fix by JCarter426 Peragus Galaxy Map Change by Kainzorus Prime PMHH01 Fixed by Squall Lionhart Prologue Sensor Droids Fix by danil-ch Textures Improvement Project by danil-ch
  19. A future pilot has my permission to use any mods I have made or will make for any of his projects.
  20. Awesome. The only problem is that Kriea is missing her hand, when she should still have it at this point in the story. I'm not sure if it is easy to put the Traya texture on the Kriea with both hands model though
  21. I think it's a pretty spot in analogy. KotOR is a big collection of Star Wars tropes assembled into video game format. The Revan twist is a great example of this. It is so good because it wouldn't be nearly as effective in a movie. It really benefits from the way video games, specifically RPGs, are setup, and actually ends up saying something about how hollow your normal Bioware RPG protagonist is. The Vader reveal wouldn't work in the same way in a game as it does on film. KotOR is the video game version of Star Wars. KotOR 2 does exactly what TLJ does, and totally overwrites everything that happened in the first one. Your choices? Really didn't matter. Revan just came back and overwrote your players memory, and is their own character now. Their might be a couple of differences, but the end result is the same. The major difference is that KotOR 2 actually reinvents what happened in the previous installment in a more interesting way. I actually care about what KotOR 2 has to say. It isn't trying to be edgy and deceptive for shock value and cheap political points. It actually has something new and unique to say, that isn't a super disneyfied moral. It casts KotOR in a new light, but that just makes it more interesting. TLJ on the other hand makes TFA way less interesting, and doesn't add anything new to it. It honestly just makes it worse, when you know that the questions that are brought up don't have interesting answers.
  22. Oh sorry didn't know. I just saw that the texture was still in the game so I set it up. I'll mention it in the description next update
  23. File Name: Mandalorian Armor Fixes File Submitter: darthbdaman File Submitted: 09 Nov 2017 File Category: Mods K1R Compatible: Yes This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod modifies the Mandalorian Armors found in KotOR, and fixes a few of the issues present. Most of these items were cut from the game, and this mod makes no attempt to restore them, however any mod that does will benefit from these fixes. There are 3 files in this mod, and each fixes a seperate issue. First, the icon for Mandalorian Armor (cut from the game), doesn't resemble the armor at all. It looks like a modified version of Cassus Fett's armor, but the armor doesn't look like Cassus Fett's. It is also a Class 9 style armor icon (i.e. 9 defense, 0 dex bonus), but the Mandalorian Armor is a Class 8 armor (i.e. 8 defense, 1 dex bonus). Class 8 armor icons lack the large shoulders of Class 9 icons. The icon for Mandalorian Battle Armor (found in various parts of the game) is fine, and resembles the armor, however it is in the style of Class 8 armor, and features very limited shoulders. I have moved this icon to the Class 8 Mandalorian Armor, and made a new icon for the Class 9 Mandalorian Battle Armor. This new icon is a merged and color matched version of the old Mandalorian Battle Armor icon, and the yellow Mandalorian Heavy Armor icon. Lastly, the Mandalorian Assault Armor (found on the unknown world) now uses its intended appearance (which it also uses in KotOR 2). Normally in the game it is a disguise item, which makes the player into a standard blue Mandalorian. This doesn't make any sense considering it is supposed to be reserved for elite troopers. Features Mandalorian Assault Armor now uses its intended appearance, as seen in KotOR 2 Mandalorian Armor now uses the icon of Mandalorian Battle Armor, as it shared the design of the Class 8 armor icon Mandalorian Battle Armor has a new icon, composited from the Mandalorian Heavy Armor icon, and the old Mandalorian Battle Armor icon Requirements & Compatibility Put the 3 files in the Override This should be compatible with everything Recommended Mods Armor Accurate Mandalorians makes all the NPC Mandalorians use textures similar to the armors obtainable by the player Mandalorian Assault Armor Restoration is not compatible (this mod implements a similar change to the Assault Armor) Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy! Click here to download this file