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.)