CapitaineSpoque

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Posts posted by CapitaineSpoque


  1. 2 hours ago, JasonRyder said:

    You're making great progress! Say, one thing I noticed is that the Hidden Bek Combat Suit and Hidden Bek Heavy Combat Suit aren't blue like the other Hidden Bek armors. Will these be re-colored? Same goes for the Black Vulkars. 

    I won't be recoloring them for several reasons. Having every bek members in blue make them way too uniform for my liking is the main reason (I enjoy having at the very least a little bit of contrast). These armors are only skins, and won't have any differentiated stats from the default combat suit and heavy combat suit (it's just as if the gangs added their logos on top of the preexisting armors in my mind). Finally i'm not skilled enough to do something very good looking :p 


  2. Hello there everyone!

    As always, i'm in the middle of thousand different projects for the mod, but I felt like providing an update for the current WIP lower city and hidden bek base :) 

    The new hidden bek appearances

    Spoiler

    SpaceAlex's mod ressource provided A LOT of interesting ideas and new skins. These ideas were even more reinforced with the Specialized combat suit ressource by SpaceAlex and Redrob41. Among them are very cool designs for both Hidden Beks and Vulkars where each faction would have dedicated symbols/color patterns. So i'll be using SpaceAlex's appearances + Redrob's armors, and I've added some extras following their original ideas! We're also trying to make each gang rank have a unique appearance for the player to distinguish their threat level. You can see the bek appearances in the screenshots down below.

    bek1.jpg.6fd5c1a63705e091bee2ae5910bc6992.jpgbek2.jpg.72a3d3069c2e9a0ae546e8e2aec2cd57.jpgbek3.jpg.bda99e0ea0b45c85310be2706e4e3a79.jpgbek4.jpg.e64810312a03c191eb72bf58e557df56.jpg

    The lower city

    Spoiler

    The main goal with this lower city revision is to make it feel like a believable place with more interactivity, instead of corridors filled with red circles vulkars. So we have a lot more npcs and interactions as you can see in the video down below.

    Overall we already have a lot more npcs in there. As always it is still work in progress, but it's already shaping nicely as you can tell.

    The hidden bek base

    Spoiler

    Here we are bringing a lot more life to the base. We've already seen the unused corridor turned into a proper garage and the cantina model revisions. There are now a lot more various npcs, as you can see in the following video.

    I brought a lot of new commoner dialogs and lines, using the alien lines from K2. I revised the interaction when intruding the control room so you've got a better scenery with a vulkar lieutenant working on the computer. I've also restored some cut male twilek voicelines that didnt have any lipsyncing. We are also trying to provide more options to the player while attacking the base, especially now that there are a LOT more npcs in there.

    The security computer now handle the droid behaviours, so you can hack the droids either to render them neutral, completely mad or turn them into allies (all these options have a reduced cost compared to vanilla, especially since its not that far into the game).

    I've noticed you always had to spend computer spike after the initial hack, i felt it was stupid so from now on in my mod you can always access the computer after hacking it the first time without having to spend other computer spikes.

    Also, downloading the map area was costing 5 computer spikes when you had no computer use skill?? By accessing the camera, you could already remove a good portion of the fog of war... So now this option is completely free when hacking the computer and does not cost you anything.

    Finally, you can blow a power conductor in the barracks by checking the cameras and that's it for the computer.

    You can repair a security droid in the garage (once again, i've edited the repairs cost so sending the droid on patrol does not cost as much as it would, because you also have to hack the computer afterward to change its targetting system). One new option i'm bringing with my mod is to heal the droid by using some repair kits, but you need a little amount of repair skill to do so. 

    All of this should already bring more options to the player. There are still interactions coming, like a Gran pazaak gambler, the option to take a drink with the duros bartender, and speaking with the Ithorian garagehead. Maybe there'll be a shop in there aswell! I wish to bring a quest also regarding the Rancor attack by the beks, but nothing done yet either.

    The project goes further and further! Not as fast as i'd hope, but still we are very slowly getting there! 😅 For the people interested, i've created a discord channel dedicated to the project. It is not very active at the moment, but i post some screenshots or videos here and there so if you want to be up to date with some work in progress you can see it in there. You can also directly provide some feedback. It'll be way more active once i'll release the alpha build obviously!

    My discord for the project

    See ya next time! 👀

    1231035170_Sanstitre15.jpg.dce7e3e78b1ec1955e2dfdd41c2fd63b.jpg

    • Like 1
    • Light Side Points 1

  3. 48 minutes ago, StellarExile said:

    Pretty cool! Ive looked at the ressources, you can tell Quanon's ambition! Entirely new planets made from scratch in 2008... What a madman 😄 Unfortunately most of the stuff in there is far from a playable state. I don't know if Quanon would be willing to dive into fixing all of this honestly. I'm already very grateful that he is currently helping us restoring the most playable stuff from all of this (ie Korriban modules) but who knows?

    We'll see in the following months how all of this work takes shape. There is a long road ahead of me 😅

    • Like 1

  4. 1 minute ago, N-DReW25 said:

    I'm fairly certain these "chambers" I refer too are either an exact, or near exact replica, of the vanilla crystal cave chamber with the crystals.

     

    32370_15588.jpg.0e80c1c3e47f61e0469e9cbc2c3f75d3.jpg

     

    If you were to "cut out" the crystal models from the Dantooine crystal cave and apply them to the model of the Korriban cave in the "chamber" I've listed above I'm sure it'd make for a very convincing crystal cave.

    Ye it's very close indeed. I'll see about this, as i said i want the Korriban and Dantooine's crystal caves to stand out, with more crystal formations than the other planets. If i add crystal formations to the other planets, it'll be more likely a single or two crystal formations maximum. At least that's what i envisage right now. All of that being said it wouldn't be that hard to create a brand new crystal cave using this asset, only downside would surely be the lack of colored lightmap on the walls and ground, even if maybe an aurora light could be decent enough ;) 


  5. 1 hour ago, N-DReW25 said:

    Do you think you can convert one of the empty "chambers" of the Shyrack cave into a crystal cave? The "chambers" I refer to is the 3 big rooms between the entrance and the big opening at the end with the bridge where the Terentatek and Tomb entrances are, Thalia May and her friends occupy the far right chamber whilst the middle and far left chambers are empty.

    Its totally doable yes. So you have something equally as big as the vanilla crystal cave in mind right? 


  6. High quality skyboxes model fixes v1.0


    High quality skyboxes model fixes v1.0
    By Zobizob

    Description:

    Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now.

    Work done and disclaimer :

    • All the vanilla lights animations from Taris buildings are animated again
    • The skybox in the hideout is fixed
    • Install Kexikus mod first, then drop my files into override and replace when asked.

    Credit:

    Kexikus for the original High quality skyboxes mod.
     
    Kotor discord channel for insights on developping mods for this awesome game.

    Permissions:

    You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else.

    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


     

    • Like 1

  7. 10 hours ago, Spectrometer said:

    Very impressive work! I didn't even know there was a Korriban depot module. Would it be too difficult to port to TSL? Thinking out loud, I think these could be great for the Revenge of Revan mod or any other total conversion mod.

    No this would be rather easy if anyone wants to do it ;) It would require using mdledit and importing maybe some textures from K1.

     

    43 minutes ago, N-DReW25 said:

    Personally, I would go for the easiest route of making custom content that non-modders would appreciate. In the words of HK-47 - "Doing more with less. It is 'art."

     

    Of course, you've just fixed the Shadowlands and Czerka Depot modules and you appear to be moving on to fix the Tatooine temple - you're definitely doing more than less. I personally didn't even think the Czerka Depot was that bad, all you had to do is lock one of the rooms with the broken walkmesh and everything would've been functional.

    Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha.

    43 minutes ago, N-DReW25 said:

    Your planned cuts may make or break my following suggestion, but I think the Krayt Dragon in the cave should be protecting the cave that leads into the Tatooine Temple instead of the Star Map. Off from memory, the Tatooine Temple has a bunch of isolated rooms and the big central pit where the Star Map would've been. I think these rooms should all be locked and you should move room to room unlocking puzzles on computers or fighting Rakata Droid boss fight in order to prove yourself "worthy" to the Rakata security systems to advance into the next room until finally you enter the Sarlaac room.

     

    Perhaps the Sarlaac has been dead for thousands of years but through the Rakatan computers you learn that the ancient builders would sacrifice slaves and rebellious Rakata into the Sarlaac as part of an ancient Mayan influenced ritual, perhaps these computers can also reveal that this temple was built before the Rakatan's orbital bombardment that turned the green Tatooine into a desert and that the resulting climate change and the lack of sacrifices slowly killed the Sarlaac. Perhaps this security system that requires you to unlock the doors was altered by Revan in the same way he/she altered the Kashyyyk Star Map's security system, some of the correct answers to these questions in these computers could've been set by Darth Revan and so you're given the choice of answering the way Darth Revan would've answered them or you're forced to fight Rakata Droids. And just like on Kashyyyk, if you do Tatooine last the computer recognizes you as Revan.

     

    Also, if it is at all possible, I'd add some form of "Crystal Crystal" as I know there was a divide in the cave area that lead to a big open cave room (though I suspect that's the area you'd want to cut).

    Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. :) I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan.

    A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently!

    He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module!

     

    Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰

    • Like 6
    • Light Side Points 1

  8. Czerka cut module restoration


    Czerka cut module restoration v1.0
    By Zobizob

    Description:

    In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable.

    This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override. 

    Work done and disclaimer :

    • All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...)
    • The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely
    • The walkmeshes have been entirely fixed
    • There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level.
    • I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work.
    • You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module".
    • There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file.

    Credit:

    InSidious for his original Lost Modules Pack mod.

    Thor110 for his very valuable insights.
     
    Kotor discord channel for insights on developping mods for this awesome game.

    Permissions:

    Feel free to use this work, just credit me if you're using my files.

    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


     


  9. 35 minutes ago, SithNadd said:

    Absolutely. As I believe a certain Jedi Knight once said: "This is where the fun begins..." :)

    Will the fixed area models be released as a modders resource similar to what you did with the Shadowlands module?

    I'm itching to start adding some content in myself now that there's a fixed set of models out there. :P

    Absolutely, the Czerka depot is currently waiting for approval :) Most of the stuff i'll be pulling out along the way will be released as modder's ressource hopefully!

    • Like 1

  10. 1 hour ago, Mephiles550 said:

    Actually nevermind about my question regarding Ludo's tomb, I rewatched your video for it. What you did with that is beyond impressive. I thought you just ported the TSL version of the Shyrak cave, the one that has the exit to the surface blocked off, into Kotor 1. I thought that meant it was basically an empty module. I think what you actually did was merge the portion of the TSL cave that has the Ludos Tomb (the tomb entrance on the far edge of the cave) with the rest of the Kotor 1 module. That means all the content from the original Kotor 1 cave, like the students and the Terentatek, is still the same. That's amazing. I've seen people merge hallways and doors, I didn't think anyone would be able to merge all that rough geometry in the cave. Well done!

    To be honest, it was not "that hard" to do either. I used K1's shyrack cave as a base, and then partially removed and replace the stuff with K2's shyrack cave ;) A bit of modeling involved but nothing impossible :) So ye basically the cave is exactly the same as K1, i only added the corridor extension + changed the minimap.

    1 hour ago, Mephiles550 said:

    A silly thought I had one day while looking at this module was it would've worked great as an underwater area in Manaan. Add the Manaan surface animated background in place of the white void, darken the lighting and have the character slowly explore in an environment suit. The giant Shark could've been in the sarlacc chamber instead. I feel like that would've been much cooler, but that's a pretty radical idea. 

    Haha funny enough i also thought about a submerged rakatan thing for Manaan, and i was already planning on adding some rakatan statues here and there in the bottom of the ocean. Quite an interesting idea still, I'll think about all of this.

    3 minutes ago, SithNadd said:

    That Czerka depot certainly looks a lot better after a bit of TLC from you. Sorting that area out was one of the things on my 'things to do some day' list, but it looks like it can be crossed off now, which I certainly won't be complaining about!

    Big ol' area to fill with content though, so I look forward to seeing what you decide to fill it with. :)

    Indeed! Fixing the models is the "easy" part, filling the area with npcs and exciting stories to be told is something else :p 

    • Light Side Points 1

  11. 52 minutes ago, Mephiles550 said:

    Regarding the Tatooine Temple, a neat work around I saw in the edge of darkness mod which reused this module was that the module had a much darker ambient lighting effect around the player, so the area would only get lighter if you walked in that direction. It wasn’t really possible to see the white void beyond because of this. This is in TSL however and idk if this effect would be doable in KOTOR 1 

    I feel like if this effect can be replicated you might be able to get away with how the outside part of the map looks. I think they were trying to replicate the Dantooine Ruins which you can see has a very vast and spacious detailed area outside of the bounds. It looks like they didn’t even start that part in the cut module. 

    I feel like the biggest problem with the cut temple module is definitely its messed up walk meshes. Some places you need to find just the right spot to go around the hallway. I always thought this could be fixed by just placing junk objects or rakatan ruins objects in the areas that you can’t go on, kind of giving the player a makeshift pathway of sorts. 

    Two things i've definitely thought about: Making the area darker (especially since it does not currently match the lighting from the back of the Krayt dragon's cave) and having some rakatan ruins/additional rocks to hide rough area transitions/texture transitions and so on. For the walkmeshes, i will hopefully entirely fix them and it shouldnt be a problem, I won't use the default ones because they're very broken. I will most likely redo them entirely. I will take a look at Edge of Darkness to see how it was done thanks for poiting this mod out :) 

    I will reuse some assets from the base game to fill the gaps in the Tatooine temple. The Dantooine ruins and the shyrack cave have similar geometries so i can surely use some of their part, finally the unknown world temple summit may be used aswell. One thing I do not understand and you might be able to clear it for me, is that some portion (especially the rakatan ruins) are entirely enlighted, just as if these parts were out in the open (their ceiling part at least). I thought about having these parts "burried" (just like Dantooine ruins) but still i'm wondering, do you think it was intended to have portion of the levels both under and above the ground level?

    1 hour ago, Mephiles550 said:

    btw beyond restoring the Korriban module, you did a really cool job with even adding a custom transition room to the original module, working door and all! Great stuff

    Ty :) I've basically reused the room that leads to the sith academy and mirrored the ground from the adjacent room to have accurate lightmaps.

    1 hour ago, Mephiles550 said:

    btw for your Korriban Ludo Kressh mod, how did you plan to add the TSL version of the cave module to the game? Were you able to essentially remake the rogue students quest and port all the dialogue and scripts from the original cave into the new one with the tomb?

    Atm my very rough idea is to have the key to this tomb lootable in Naga Sadow's tomb. I don't really get what you're talking about with the rogue students? Are you talking about the two twileks and the woman you can meet in the shyrack cave?

    • Like 3

  12. Hello there!

    Pretty happy to announce that 2 of the 3 cut modules are now completely restored and are already released as a modder's ressource here on Deadlystream for anyone to use 🥳

    The Kashyyk cut module didn't need much work at all! It was all about editing the .vis file, adding a fog effect in the .are and providing a minimap. This is all done! My plan with this module will surely be as i said earlier, making it the specific area where you encounter the ritual beast. I have nothing yet very clear in mind, but I wish to make the ritual beast encounter much more memorable, i've already planned to make this specific terentatek the size of a fully grown rancor to distinguish it from the others :) 

    The Czerka Depot cut module needed much more work. There were a lot of models broken, with missing parts such as ceilings/geometry holes, various errors like walls flying few centimeters in the air and so much more. I also partially fixed the most hideous lightmaps. I am not yet skilled enough to correct everyone of them, there are still some rough lighting transition from one room to another. Some walkmeshes have been fixed aswell, and some textures too. Finally i've provided a custom minimap aswell!

    Czerka depot screenshots:

    Spoiler

    1028149816_Sanstitre5.jpg.fa042ab6597162e32339f6fe250fb592.jpg64759799_Sanstitre1.jpg.21df7d6a251a3610b90ebbab81751df7.jpg20773083_Sanstitre6.jpg.cf286d176a9093ec74c0dc758f5909b9.jpg1862156287_Sanstitre2.jpg.24e11afef3cd852c42d894dbb6148eeb.jpg



    Very proud of all of this work, especially the Czerka Depot module. Not perfect at all but its already so much better than what was there, and its entirely playable now :)

    It leaves us with one last cut module: The tatooine cut rakatan temple. This is the module that requires a TON of work. The walkmeshes are atrocious, some lightmaps aswell and so are the room transitions, there are a lot of missing elements especially in the rakatan ruins... For this one, I cannot "just" repair what's in there, because there is too much stuff missing. I also think that i'll do some few cuts, because some portion of the level are too broken and beyong repair. There is still enough from this module to be used and repurposed into something both unique and playable. 

    The biggest theory out there is that this module was supposed to have some kind of sarlacc maw encounter, which would make sense judging the last "pit" room. I still don't know how this area would play out, aside from maybe 1 unique crystal formation and few rakatan lore. If you have any idea, feel free to share!

    Anyway, still a lot of work to do! You can check the cut modules i restored in the video I'm providing :) Peace!

     

    • Like 3
    • Light Side Points 1

  13. Kashyyk restored module v1.0


    Kashyyk cut module restoration v1.0
    By Zobizob

    Description:

    In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The kashyyk module was the one that needed the less work to be entirely playable.

    This is a modder's ressource. All you need to do is drop the m25ab.mod in the module folder, and the vis file + the minimap files into override.

    I provided 2 versions of my custom minimap: 1 without any background, 1 with the gamefile minimap existing for this module as a background.

    Work done and disclaimer :

    • The vis file has been corrected, so there won't be any part of the level disappearing within your field of view.
    • The minimap existing in the game file was unusable, being only a screen from the top of the map. I created a new minimap using the .are view from holocron toolset.
    • There are 2 versions of my custom minimap, 1 without any background, and another 1 using the preexisting minimap from the gamefiles as a background.
    • I edited the .are so the minimap was accurately displayed in game, and also to add the fog effect like in the K1 vanilla shadowland module.
    • The level is entirely playable and very faithful to the other shadowlands modules. The only thing a bit wrong is some bird animations, but i can't edit them with blender without breaking them even more. This little issue is really not that noticeable now that the fog effect has been enable anyway.
    • There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file.

    Credit:

    InSidious for his original Lost Modules Pack mod.

    Thor110 for his very valuable insights.
     
    Kotor discord channel for insights on developping mods for this awesome game.

    Permissions:

    Feel free to use this work, just credit me if you're using my files.

    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


     

    • Like 1

  14. 4 hours ago, Salk said:

    Personally, I approve completely of your various improvements above. I assume you edited various room models?

    Great job!

    Indeed! Especially since there is a ceiling regarding the amount of placeables you can add to K1, so i've integrated everything into the module models themselves and edited the walkmeshes accordingly ;) 

    • Like 2

  15. Hi there!

    I just wanted to share some screenshots for some of the wip areas.

    Hidden Bek Base:

    Spoiler

    The empty corridor has been turned into a garage. An idea i had back then, but i wasnt as skilled as now. 

    2047585446_Sanstitre1.jpg.587e1d365ce48cfc970073fedc9a897b.jpg1323664961_Sanstitre2.jpg.c8c407206e967a9785431a6ff4d5e452.jpg

    The hidden bek cantina has been filled with bottles, glass, ale dispensor...

    1291663583_Sanstitre3.jpg.50190cd8e9a9fa22ee5074ce10f469a3.jpg

    Undercity:

    Spoiler

    Just added few mattress from Nar Shadah

    1942054455_Sanstitre12.jpg.f7215bad1cef8852920e06548c8fd5a8.jpg

    Vulkar base:

    Spoiler

    Filled the cantina with bottles, glass, ale dispensor...

    2013582245_Sanstitre11.jpg.19b1a86742c934f77272ffd25199dbc0.jpg

    Filled the vulkar kitchen with bottles, glass. I removed the metalboxes and mirrored the preexisting bench instead.

    810306685_Sanstitre9.jpg.077ba4ebed65023634e8c7e9960e07dc.jpg

    1803271021_Sanstitre10.jpg.b4e7c68d220e44781813f834d4c536d6.jpg

    Cut Vulkar laboratory:

    Spoiler

    The last hangar was empty, i felt it could be a great place to have some plant/drug growing room. So i've edited the ceiling to introduce the fan placeables, added a greenish smoke effects both in the air and on the ground, some plants placeables surrounded by "spores" (i used the dust fx from Korriban tombs) and some working tables from TSL

    476790705_Sanstitre4.jpg.17364df19c24577963fef0956a496a05.jpg

    Added some TSL placeables to the laboratory room, i edited the glass from the canister placeable to be shinier

    1978700699_Sanstitre7.jpg.0ea9f4e278e2aeed3e67c21277158d34.jpg

    1086345330_Sanstitre8.jpg.3e49a137d6ee9fc93d3322ed5de3f6bb.jpg

    Added glass, bottles and ale dispensor to the cantina. Very similar to the bek one.

    1121589643_Sanstitre5.jpg.b42f115dc04b94788252669e4d878307.jpg

    Added a smoke effect to the heating system. Nothing big but its always welcome extra details.

    1748887614_Sanstitre6.jpg.1060fd42c73d0139f8e0371e7e58f9d4.jpg

    I love revising the areas and go into the details part. Really makes the areas feel more alive! It's been a ton of fun :D

    500705029_Sanstitre8.jpg.c9af7243f4eb324f8529b4e95c2cbeba.jpg

     

    • Like 2

  16. Hello there! 

    We all have seen numerous aborted project, i want to keep this topic alive and relatively up to date! I'm working on this 90% of my free time and i'm determined to see this project finished at some point (Thor has been a huge inspiration in that regard, seeing his own project take life over his long working years!). 

    I said in the last post that i was going to cover force powers (and I will at some point :)), but i felt like showcasing a bit about the extended vanilla areas or new modules. The new modules will mostly be imported from TSL, because they're ready to play with proper lightmaps, minimaps and all of that. All of this is mostly concepts, so the content still needs to be properly implemented.

    Extended areas from Vanilla

    Spoiler

    Undercity: The crashed republic soldier interaction

    Spoiler

    So as you can tell in K1 vanilla, the crashed republic soldier is just standing here waiting for the player to interact near his escape pod and that makes absolutely no sense.

    1) Zax tells you in Javyar's cantina that the escape pod has surely already been inspected by the vulkars to take things of value.

    2) The sith squad sent to the undercity that you can interact with are supposed to be inspecting the escape pod. The escape pod is crashed directly in front of the outcast village entrance, yet for some reason they're randomly inspecting some empty areas further away from the entrance??

    3) The republic soldier tells you when curing him that he and his mates were attacked directly after going out from the escape pod.

    With all of this in mind, it made a lot of sense to swap the republic soldier and the sith squad location, so the siths are actually inspecting the escape pod while the republic soldier is hiding further away. But still, it was underwhelming to me to see the republic soldier still standing there, waiting for the player. In this specific zone, there is an obstacle and you cannot go behind it in vanilla. I figured i would slightly extend this little area, so you can actually walk behind this obstacle, and i added a junk pile to bash to access the republic soldier, so it actually feels like he is hiding while rewarding the player's exploration. You can see everything in this video:

    • The undercity module was reusing the lower city track, i changed it for "Taris, The Plague" from The Old Republic as it fits so well this area
    • The lamp that the escape pod crashed into now has some broken and animated lights
    • So as you can tell, the Siths investigating the escape pods are animated
    • There is now a republic soldier corpse near the escape pod to be in line with the soldier's dialog
    • There is a dialog from the siths telling that there is a survivor if you approach them
    • The republic soldier now has a republic soldier uniform (🙄)
    • There are more dialog options with the soldier, so you can still have his informations if you don't have the serum and you give him instead a medkit or an antidote kit
    • If you give him a medkit/antidote kit, you get the informations but he still transforms into a rakghoul at the end of the interaction
    • There is now a medpack sound when he uses the medkit/antidote/serum
    • There are more animations for the soldiers (talk sad when he tells you about his killed mates and the landing, horror when he tells you he is sure to have heard some noises).
    • If you cure the soldier in vanilla, at the end of the interaction some rakghouls spawn and they kill the soldier. I always found this very underwhelming and it kinda undermines the fact that you cured him. I bet Bioware did this for two reasons: They didnt have to explain where the guy went after and what he became, and having the rakghouls also provides additional experience to the player.
    • Now if you cure him, he runs away and vanishes in the undercity. Still not as great as seeing him escape and be alive, but still better than just seeing him die right after curing him imo. 

    Undercity: The sewer's main entrance

    Spoiler

    The trigger zone for the sewer's main entrance was fat, making it nearly impossible to have a character in front of the entrance without you entering the sewers. So i've introduced a door and a reduced trigger zone so you do not accidentally enter the lower sewers AND to introduce gamorrean guards.

    158676553_Sanstitre1.jpg.43f82038fac66b83f1e9b14e83ca13c7.jpg

    One of my goal with the sewer's section will be to properly flesh out the Gamorrean faction, and eventually interact more peacefully with them. Something like helping them clean the sewers from the rakghouls for instance so you can get big Z without killing them AND bypass the rancor eventually. Its also the occasion to have some dialogs with the gamorrean chieftain. One of the reason is that Mission tells you that they are slavers and live in the sewers. Also, its never really explained what they're doing over here, i figured they could be helping Taris authorities with the sewers maintenance. They send droids down there and the gamorreans are tasked with protecting the material in exchange for food and freedom to do whatever they want down there. They could also deal with the Vulkars to protect their base entrance. This could also justify the presence of droids here and there (with imported models from K2 i guess :) ) that you could repair to help you.

    Lower sewer's 2 extra rooms

    Spoiler

    As i said, i want to flesh out the gamorrean faction. Having extra rooms provide more space to do this, having more maintenance rooms, place to live, detention rooms... Maybe big Z could be locked away in a separate room from the other slaves because he was causing a lot of troubles. 

    image.png.7cfeb97d7bd17e76711f9b3535eae9f5.pngimage2.png.f661e717c25dc4ff9542536f5be9272f.pngimage3.png.9b5f339c3eb752515ff164f190c48037.png

    Dantooine's enclave 3 extra visitors dormitory rooms

    Spoiler

    So in Dantooine's jedi enclave, there are 3 existing visitors dormitory rooms. In front of them, there were 2 doors that you couldnt interact with and a wall. Ive basically mirrored the rooms to have 3 more rooms, so it makes 6 in total. I don't have much defined plans yet for them, but at least they're here if i wanna do anything.

    image.png.22ed8d656902ebec886f54dbf27f1c5e.png.2bd520aeaec89f0bbd9b499793029cc0.png

    Dantooine's landing pad new rooms (UNDONE YET)

    Spoiler

    As you may know, there is the aratech shop in Dantooine's landing pad, and there are 4 other doors that you cannot interact with surrounding the hawk. Interestingly enough, when looking at the model for this area, there is actually at least 1 room that surely was intended by bioware (the one in front of the aratech's shop). It could make sense, because in the aratech shop you have 2 merchants npcs, and i bet one of them was intended in this other room that has never been properly implemented. 


    I wish to introduce new rooms behind these unused doors. Atm i still didnt get around properly integrated separated rooms into the layout (all i can do yet is extend the walkmesh from a preexisting area, and that's how i pulled out the extended areas until now). In this area i cannot do the same process, because indoors do not have the same ambient sound than the landing pad itself. Anyway, in these rooms would be some merchants, and maybe a jedi tailor much like Jc did with his own mod.

    Dantooine's courtyard hills walkmeshes

    Spoiler

    You may not know about this, but the hills on Dantooine, despite being unaccessible to the player, are actually playable zones where creatures can walk (hence why the Kath hound yelling in the courtyard is placed here). I've used this to implement some Iriaz creatures in my "More enemies on Dantooine" mod. But the walkmeshes were not very accurate, especially in the courtyard where creatures could go under the textures. It is now entirely fixed for the courtyard, so i can properly introduce Iriaz wandering the hills accurately!

    853269061_Sanstitre2.jpg.5d3bc761f3494375d8dfe1313cdbbd99.jpg

    Alongside all of this, numerous walkmeshes have been fixed on Taris, Undercity and so on (seeing creatures through walls, being able to look through textures, inaccurate walkmeshes...). Not the most exciting stuff but still some welcome QOL.

    I'm planning on using Thor's modders ressources regarding the Sith Academy extensions with the rooms from TSL or even the manaan apartment.

    New modules

    Spoiler

    Taris back alley

    Spoiler

    This module would be accessed in the lower city apartments. In K1R, you access the swoop platform this way using an unused elevator. Basically im reskinning the swoop platform module, with broken parts, animated broken lights, animated swoop bikers, a crashed swoop bike. I'd love to bring some crates and weapons (disruptors for instance) in there alongside the black market merchant. I guess there'll also be some cages and slaves in there. And finally in the back of the module the streetfighting thing that you'll be able to take part.
    310222027_Sanstitre3.jpg.9e16d9a30c4e58e0a6a10c570edb9e16.jpg1863477496_Sanstitre4.jpg.5d2c7089ff4455a4c3c1c449c1800598.jpg

    Taris vulkar spice lab (UNDONE YET BUT WILL BE DONE AT SOME POINT)

    Spoiler

    The module is ready to be used in the game files. All that it needs is the proper content, and revise how to use the unused lines. I'll also do some modeling to have a proper spice lab with some animated vents/smoke/plants...

    Taris Kandon's private quarter (UNDONE YET)

    Spoiler

    There is clearly a gap between the dark and light path for the gangwar. Darksiders will have all the extra loot and xp from the Hidden bek base, while all the lightsiders have is the Kandon fight in compensation. This gap will be even bigger as i'll be introducing new units in the hidden bek base. You can btw check out the little revision for Gadon's killing interaction, with the deployable turrets from TSL and Gadon properly reorienting mid conversation:

    I figured i could compensate this a bit by introducing a new module mirroring Gadon's private quarter. As a lightsider, you'd loot the key to Kandon's private quarter. The access would be located in the vulkar's garage, in the room near the huge garage door, it can easily be turned into an elevator room. Then you'd get a few enemies (1 droid, 2 turrets i guess) and some additional loot. Nothing done yet but it shouldnt be that hard, maybe i could mirror the room in the opposite side to make it a bit more distinguishable from gadon's room.

    Dantooine's Enclave sublevel (already covered in previous posts)

    Dantooine's new Crystal Cave

    Spoiler

    As you may know, K2 uses a different module for Dantooine's crystal cave. The idea is to directly port K2's module to Dantooine. You can see this in this video (nothing ultra exciting, it's K2's module).


    There were no music at all in this module in K1, i've reused the area music from TSL here. I've fixed the .wok files (in K2, it would use the "stone" material, i changed it for "dirt"), i've also fixed the placeables and sounds location (the waterdrips were spawning into the air in K2, some sounds would occur in the wrong place). I also changed the texture for the crystals because using K2 textures, they were kinda dull and too dark. It is still the case for the rocks surrounding the crystals, they are less colored than in vanilla K2 so i'd have to see about this. 

    I wish to make the Hive queen a much more memorable encounter, with some custom properties (she should be able to perform some kind of drainlife when hitting you, and she would call her nest to help so you'd need to kill every other units before attacking her!). Also i'm wondering about removing the crates from the middle room... Either the mandalorians on the planet are doing some crystal smuggle, maybe having a duros scientist on their side (a concept i wanted to do originally) or not at all so i could remove entirely all the technology from the cave. I don't know yet!

    Having this crystal cave revised means we can use the vanilla crystal cave somewhere else... Don't you think a fitting place would be Korriban? :) 

    Korriban's shyrack cave, Crystal cave and Ludo Kressh's tomb

    Spoiler

    As you may know, there is an unused access at the end of K1's shyrack caves. There's only a message telling you that it leads to Korriban's surface. Something was intended here, and i figured this would be the access to Korriban's new crystal cave (using the vanilla K1 module).

    In K2, you do not have this little area from K1 that is entirely blocked by stones, but instead you have the access to the secret tomb from Ludo Kressh.

    I kept the specificities from both games to have the entrance to the crystal cave AND the entrance to the secret tomb. You can check all of this in this video:

    • In K1, the shyrack cave (and most of the Korriban areas) reuse the same sith theme from the K1 main menu over and over... Thanks to K2 ost, we can have some more welcome variety regarding the soundtrack, so i've introduced K2's ost in the areas.
    • I lowered the water level in K1's crystal cave and extended the walkmesh accordingly. There is also a water property on the walking areas. It made sense to me that there would be less water in Korriban's crystal cave than in Dantooine's crystal cave, especially regarding the dialog from the ancient computer on Dantooine with the planets.
    • I've reduced the lighting at the crystal cave's entrance to better match with the shyrack cave. Not ideal but still better.
    • To me, it makes sense that the secret tomb would not be accessible from the get go. You'd get some kind of key from the last sith trial inside Naga Sadow's tomb (i think that in the lore, Naga Sadow locked Ludo Kressh down, so that makes sense?).
    • To replace the kinrath from the dantooine crystal cave, i'm gonna use the laigreks from K2. I noticed the laigreks had 4 melee animations (2 for slashing creature hidden weapons, 2 for piercing creature hidden weapons) and among them a kind of firebreath attack (it would occur 50% of the time in TSL). I figured making the animation consistant would be an interesting way to diversify Kotor's sandbox once again... So i made 3 distinct Laigrek units: White only uses the melee animations, with some sneak attacks and physical damages. Green would spit some venom on the player, using ONLY the spitting animation, dealing acid damages and poisoning the player. Finally, the default Red from TSL would spit some fire on the player, using ONLY the spitting animation, dealing fire damages and having the attribute damage constitution. You can check this in this video:

     

     

    Of course, the content remains to be implemented. I can't wait to see all of this properly take shape! I spared you some unnecessary details (like editing the .are to make the minimaps accurate...) that had to be done. Very exciting stuff that still doesnt mean much until it gets properly fleshed out :) Work in progress, as always. Gotta keep in mind that this is a marathon, not a sprint!


    I'll showcase more of the mod in the following weeks/month. I've introduced 3 more feats by the way, i'll show you all of this next time hopefully 🥳

     

    • Like 3

  17. Ive fixed this for my own mod. I also removed the middle armor piece because it was poorly rescaled. SithNadd is right, all you have to do is to edit the module model and the .git for the placeables location.


  18. 2 hours ago, Salk said:

    I attempted to do something similar in the past but your result is vastly superior. Could l bother about providing a few more details about your solution? What is the name of the effect and how can it be used in the game?

     

    Ho so as i said, this is a cutscene. Nothing happends in actual game ;) I used Glintercept for free camera, edited the hideout module to have carth walk between the workbench and the bed and perform the talking animation, then i recorded the footage. After that i simply stitched together some copyright free human sound effects, T3-M4 soundtrack from TSL and Carth lines. Finally i used the green screen eye blinking, i blurred the footage i recorded and converted the files to .bik :)  


  19. A small informal update on restoring Carth's cut dialog after Taris crash and the Enclave Sublevel modeling.

    Carth's dialog restoration, and post pod crash revisions

    Spoiler

    As you may know, Carth has got 2 unused lines that were cut. These lines are restored in K1R, but imo it was feeling out of place and kinda underwhelming. Its basically a blackscreen with carth speaking. Also, you were entirely equipped while sleeping and after waking up on Taris.

    I decided to create a brand new cutscene to make use of Carth's dialog, and remove the player's equipment just as if Carth checked if you were wounded (I think it makes sense, Carth is a soldier afterall and i think he has an emergency care skill). I made use of a T3-M4 track from TSL and "A voice from beyond" from TSL aswell for vision scenes. I also fixed the weird model disparition when you're waking up by shortening a lil bit the scene (i think it lasts 6.5 seconds instead of 8 seconds). Here is how it plays out from start to finish: Custom pod escaping sequence

    There are 2 variants, one for male and one for female: Female version

    The new cutscenes i'm pulling out will be entirely optional to install, because i only support 5 different resolutions (480p, 720p, 1080p, 1440p and 2160p) and that might crash people's game if they use a different resolution. My next cutscene project will be for the big swoop race start/introduction, with commentators and Taris citizen watching the start of the race!

    Enclave sublevel modeling

    Spoiler

    I'm very happy to announce that the enclave sublevel is 90% ready to welcome all the custom content. Another step in the right direction, even if there's now the harder part of the work to do (fill the entire area with npcs, interactions and so on...). The modeling and walkmeshes are near completion. I'll be releasing the models as modder's ressource once it will be in a 100% completion. Here is the complete showcase in screenshots:

    Main hall/garden

    Spoiler

    There is now a sunflare lighting in the main hall, the sunrays have been reoriented to fit K1 dantooine's skybox, 2 new plants from TSL placeables

    image.png.048bebc208a029e8f0aa768c2f5ad587.pngimage2.png.6c27faf8412d0a53eb6b0d5d35224d4d.pngimage3.png.ba6dfd20c69b0e2ccdb4325fade7ca8a.pngimage4.png.57ec14b6e9291c151d05fd0b4ac105a4.pngimage5.png.7c1fbdc5ff3c306060d88c5647d3d4f4.png

    Kolto tanks room

    Spoiler

    Custom kolto tanks adapted from Peragus, the vanilla kolto tanks have a transparent glass

    image.png.2a455467d222a1d58c50daf812a29b0a.pngimage2.png.ff670034b824943da984478d3d86a605.png

    Medical office/examination room

    Spoiler

    Kolto canisters, examination bed, unused medkits models from the game files, files cabinet...

    image.png.e556c83fedf44cd7d09f84c22d561569.pngimage2.png.9672e041af539b347d5e62814baa0cc0.png

    Republic ambassy

    Spoiler

    Inspired by brents' work, custom flag texture + model using TSL assets, khoonda computers and desks, Tsl placeables, Endar Spire screens...

    image.png.bed45b9ca651a78dd6598cc4de3a03b7.pngimage2.png.baf3cf4d49af0eaf6f6ac36ae8d1ce0e.pngimage3.png.70fa0bc2349d50e3981fd2f89e396b3e.pngimage4.png.fa8d3528c3e731d05d3368581fa74f1c.png

    Marble fountains for corridor transitions

    Spoiler

    This placeable asset is unused, and didnt have any collision. So i've fixed the collision (will release as modder's ressource) and added them in the corridor transitions

    image.png.c9c597f42b658b2185317ce873a128d2.png

    Jedi dormitories

    Spoiler

    Nothing big, i only added TSL armoire placeable. There will be 2 dormitories, for males and females

    image.png.9847e16ff7edafdf0695f1694d83338d.png

    "Circle" rooms

    Spoiler

    Nothing big here. I only added the gong placeable that fits the jedi enclave's vibe and i've extended the walkmesh so you're able to walk in the circle in front of the first benches.

    image.png.fcf52a63ed7c2d8d9b1076675bfebb05.png

    The detention room

    Spoiler

    Inspired by brent's work. Security screen from Khoonda and force cage placeables. I'll need to turn most of them off of course.

    image.png.efbc319545635dcae9e2c31270d930da.pngimage2.png.199865e4368445473732ebe0d7a69d95.png

    Main power supply room

    Spoiler

    Computer pannel from TSL (i've edited it to add animated screens from someone's mod out there, i still have to ask for authorization for this asset but i can't find the mod back lmao. It was intended for M4-78 and it was a complete retexture, i basically only ported the screens... I'll have to check for this).

    image2.png.ee0f8af5c3c236cd83939eb4f242f12c.pngimage.png.15a511046632bb0f4e99b086995cc719.png

    The storage room

    Spoiler

    With Khoonda crates, i'll add other things there for sure

    image.png.af41bd4a21eb39db2451f4b70fd91fbf.png

    image2.png.d7af1d18c9fee44175c041c7c139d7b3.png

    The library

    Spoiler

    All the computer screens are active, there are some computers with free holocron slots, extended walkmesh to walk everywhere in the room

    image.png.4d98138129ed261931600d804883552d.pngimage2.png.328e6f0c32bccdb3ab471c085ba6c8bf.png

    The training room

    Spoiler

    Custom flag texture using a "flag" model from nar shadah, benches, some gongs/lockers

    image.png.0d9e14c95dc95d1c6f1d8e2a3469aeff.png

    The maintenance bay

    Spoiler

    Some TSL placeables in there, khoonda working tables, a toolbox from the vulkar base garage, unused repair kit model from the game files. It still needs a few things in there i'll see about that, i was thinking about the power droid placeable from TSL aswell. Maybe a section dedicated to lightsabers/crystals or lightsabers hilts.

    image.png.4a7875c59bc5cbb8e1f237843cd207ba.pngimage2.png.ea5dd17cfbd804ba4285ae78ac94feff.pngimage3.png.d3a1c6b2551e5e96141d3acd3180913d.pngimage4.png.e53165833822facc636048b78b6eb2f5.pngimage5.png.bd5e61d7b4c651f02a1ea75cc3b64b9a.png

    The meeting/council room

    Spoiler

    A galaxy map and extended walkmesh to be able to walk everywhere in the room

    image2.jpg.3926f58c735130809e6bfcc8959d07aa.jpg

     

    I can't wait to add proper content to the sublevel, i'm really proud of the near final result :) 

    • Like 4

  20. 14 hours ago, djh269 said:

    I tinkered with HK-47 to get him to go into stealth mode way back when, I'm interested to see how you did it (I probably missed something simple haha).

    Hello there! So basically, i have done the same thing as force camouflage, with some more steps to make everything work. Here is the detailed process if anyone wish to do the same thing.

    In K1, the force camouflage feat itself does not do anything and is purely cosmetic. If Juhani can go into stealth, it's because she has got a stealth belt equipped into her creature hide slot. The stealth belts are obviously not equippable on droids in vanilla, but there is a column for this in baseitems.2da (Droid can use, or usertype, something like that). You can put 3 different values in there, 0 so both humans and droids can use the item, 1 so only humans can, and finally 2 so only droids can.

    However, i couldnt "just" change this value for the stealth belt, because it would cause the default stealth belts to be equippable on HK/T3 in their shield slots. So what i did is that i copied the Stealth Belt row in baseitems.2da and created a new row dedicated for droids only so it would not affect the default belts. 

    There is also an annoying limitation that i couldnt get around with K1. In vanilla you cannot select the stealth skill in the GUI. I thought i could fix this by editing the Skills.2DA file, because its possible in there to edit if a class has access to a dedicated skill. However, even after opening the skill to the combat droid class, if you you try to click on Stealth and allocate skill points there with HK, you get a message telling you that droids cannot use Stealth. However, if you specify a higher "recommanded" priority number for Stealth than the other skills, you actually get skill points invested into stealth by clicking "Recommanded" in the GUI.

    This was not working really as i wanted it to be. Finally, a character cannot go into stealth if they do not have at the very least 1 point in their Stealth skill (even if they have items that provides them stealth skill point bonus). So basically, i've added 2 skill points into Stealth to HK by default when he joins you, so he is able to use the thing. I've changed his hide items type for his upgrades by the newly created stealth belt row dedicated for droids, and i've made each upgrade increase his stealth skill so there is still a progression. The belts also provide the newly created feat for HK, which is the same as G0-T0 in K2 btw. Purely cosmetic, just like force camouflage, but it tells the player the new passive.

    Kinda convoluted, but it works and that's all i wanted :) 

    Also, while we are talking about HK and his hidden items...

    In K1, I noticed yesterday that HK's unarmed animations were broken (just like T3). He does have 2 unique melee animation, but It's broken because he didnt have a proper "pause" animation and dodge animation inbetween his melee hits. In K2 this has been fixed by Obsidian, the only thing they removed from K1 model is an animation for poison (cohesive, as droids cannot get poisoned in the game). So i've converted K2 model and now HK has got his unarmed animations fully working (same process as T3!). I'm wondering if I should provide HK some dedicated unarmed feats with his upgrades. Seeing this big robot perform kicks is hella terryfying lmao 😄

    • Like 1