Sith Holocron

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Everything posted by Sith Holocron

  1. I need more feedback from others before I take requests.
  2. Including that shouldn't be a problem, I think. Update: I've just created a new one that should cover both the main game and all of the optional mods as well.
  3. JC, if there's a file that you could make to accomplish that, I am game.
  4. I would have used sELFiNDUCEDcOMA's textures for Dxun's Sith Tomb but they haven't been released yet. However - by using sELFiNDUCEDcOMA's picture from his WIP thread - this gives an idea of how it would have looked. But since his textures aren't available, I decided to use the regular textures but use GLIntercept to move up to pool while "the Sith ritual" was still going on.
  5. Opinion: What are the best replacement textures for Onderon? (Yes, I am leaning toward using Malkior's More Vibrant Skies.) This is all for the Loading Screens WIP., BTW.

    1. Sith Holocron

      Sith Holocron

      I'll not being using Xedii's mods as they appear without detail in the game, like the concrete looks like plastic.

  6. Opinion: What are the best replacement textures for Dxun?

    1. Sith Holocron

      Sith Holocron

      That's been suggested and I'll probably use it. Really want to use sIc's stuff but I don't want to be pushy.

    2. Kexikus

      Kexikus

      If you really end up using Vurts textures, delete the skyboxes (at least for Korriban and Telos). Those are really horrible.

    3. Sith Holocron

      Sith Holocron

      Kex, I'm using Malkior's skyboxes for Dxun.

    4. Show next comments  225 more
  7. Oh . . . and Telos is done now too. Here's part of the HK Factory without the filter applied. This next picture present an interesting issue . . . a loading screen that I can't use at present. The 205TEL mod has the cutscene where the Exile meets Admiral Onasi. However, in the game it reuses a standard Telos loading screen. (It doesn't have it's own loading screen.) So this won't be included but I thought I'd show it to you all anyway.
  8. Hey folks - just a small update. This mod will be split into two parts: 1. The Base game (and TSLRCM) 2. Additional mods' support pack The second is an add-on pack which will cover mods that add areas with loading screens to the game including: M4-78 EP, Curse of the Sith, Azgath N'Dul's Tomb, Newbiemodder's Korriban Expansion, and the Coruscant Jedi Temple. Here's the artwork from the Curse of the Sith loading screen without the horizontal filter.
  9. I also had this problem recently and - like above - turning on v-sync helped me out.
  10. A thought: what happens if the player is using this HK mod by DarthParametric? Will that mod affect the model of HK-48 in your mod? If it does, are you going to make a unique skin to cover that model?
  11. Because the authors aren't following the topic?
  12. I see it on my end but it's been hidden from view from the public. I presume that was one of the author's doing. PM them for further information?
  13. I plan on remaking as many of the loading screens in KOTOR2 which you can learn more about on my work in progress project page. But getting them may present a problem, as I'll have install a few mods installed in order to visit many in-game areas to take the snapshots for my project. I have the 4 CD version of KOTOR2. After installing the game, could someone walk an old man like me with instructions on load order of the following mods in I want them all to appear in the game at the same time? 1. The M4-78 EP (I have the 1.2 version saved already) 2. Coruscant Jedi Temple 3. Azgath N'Dul's Tomb 4. Newbiemodder's Korriban Expansion
  14. Kexikus, could you be a pal and forward those loading screens to me? I will install that mod eventually but it would help knowing what I am in for in advance of that time.
  15. Seeking input . . . what are the best skyboxes to use for the Telos IV planet surface. I am including the Polar Plateau in this question as well. Update: I've decided to use Malkior's More Vibrant Skies for the Telos surface skyboxes. (I will say that N-DReW25 did suggest it after I made the loading screens but he didn't know I had done so.) Update 2: Out of my chronological order, but here's 907 MAL - which is the loading screen for a TSLRCM Malachor V cutscene.
  16. Maybe I will skip the swoop ones. However if anyone else wants to contribute a picture like DP suggests, send me a screenshot sized at 2048 by 1152 without JC's overlay. Then again, I might be able to do something with it. (This might be tough to time.) Update: Hmmm . . . not still not getting it. I'll work on try to get the background shots and then work on the loading screens. Update 2: Just noticed that the loading screen uses the wrong swoop model for the official loading screen. Do I use what you drive that's in the game (the pictures above in this post) or use the model seen in the official loading screen (as seen below)?
  17. Just thought of something . . . what should I do for the Swoop loading screen? Because how it currently stands in the game, this is awful. There's also the matter of the other swoop loading screens as well . . .
  18. Does anyone know of a mod which makes Swoop Races easy to beat? Want to grab some footage for something and I want to make my life easier.

    1. djh269

      djh269

      Looking forward to seeing it buddy, I thought you were making a load screen for the swoop race

    2. Sith Holocron

      Sith Holocron

      Not if I can't find the PLC_spdrA01.mdl, I can't. I hope someone else to do it because I can't make heads or tails of NWMAX and I'd have to rely on using the Simple Model Viewer. It would look horrible.

    3. Sith Holocron

      Sith Holocron

      Found what I needed. Let's hope I eventually sort out the NWMax.

    4. Show next comments  225 more
  19. Do I show him from the front like this (but with the traditional skin and model) . . . . . . or from the back? From the back, might better for two reasons. Novice players that haven't met him yet will not have the character first appearance totally spoiled. Plus having him from the back and from a bit of a distance might mean that folks using this mod won't have a problem with difference between loading screen appearance and in game appearance. That goes in line with what I mentioned in my update to my last post.
  20. Let's discuss each of these . . . and I'll note that I'm open to suggestions. As I can't break the camera for the cutscenes, I'll have to pick the best shot with what's in them. 154HAR - That's when Sion breaks out of the kolto tube, right? Probably showing him breaking out would be the way to go as just seeing a hologram doesn't seem to provide the most impact. 205TEL - Is that the cutscene where Admiral Onasi speaks with Grenn when the Ebon Hawk leaves the station for the first time? If that's the case, I think using this mod would probably be a must. 853NIH - Showing Nihilus on the bridge behind his back would work for both. Using this mod for Nihilus and this one for the stars. (I always use those now.) 907MAL - There are two ways I think I could go with "Kreia's Fall" a) replicate this angle with a new capture? Or a close of shot of Kreia - but do I show the eyes? I don't know if the shuttle has its own loading screen but maybe someone else might know? Update (and this part's not a reply to JCarter426): The point of this mod is to replicate the original loading screens as closely as possible. Although some mods might be used - like I've already done with skyboxes on the Nar Shaddaa loading screens that I've already released - the point is to get as close to the location and angle of the original screens. In my opinion, loading screens should focus on the area that you're going to and not on the plot elements. I'd also want to avoid spoilers as well. Adding NPCs to loading screens where they don't currently exist is something I want to do with the loading screens and let me explain my reasoning. There are so many mods out there that change the look of - well, almost everything. Let's take the HK-50's as example. There's a bunch of HK-50 skins out there and DarthParametric's mod even changes the model so that would be too many alternates to consider. I tend to aim my read-me files at a novice user level. My mod will only consist of TGA's. That's for ease of use by the end user. By doing so, both the installation and the uninstall (full or partial) will be the easiest. There will be a list in the read-me of what each TGA is supposed to be so it's easy for someone to refer to the list and then remove any TGA that they don't particularly like. The mod won't rework anything else so I won't be utilizing UTCs or the like. (The fact that I don't know how to do that stuff is also a deciding factor. That . . . and mod compatibility.)