Vanguard2023

Members
  • Content Count

    79
  • Joined

  • Last visited

Posts posted by Vanguard2023


  1. On 5/10/2023 at 11:14 PM, Snigaroo said:

    More Companion Activities During Endgame

      Hide contents

    This is necessarily vague and I leave much of this up to modder's discretion, but right now the endgame (especially post-Ravager) is just a graveyard in terms of companions having anything to do. I know that the party is supposed to be locked up on the Trayus for much of that time, but the thing is that you only see their capture when the Exile first reaches the Trayus; you never see what your party was doing before that, the dangerous steps they took to get to the Core to confront Kreia alone to begin with, or for that matter why the Exile was left alone at the ship (presumably with T3) while the rest of the party ventured out. It'd be nice to have answers to some of these questions: maybe a party meeting after the crash, with the Exile incapacitated and left in T3's care while the party determines to take on Kreia on their own, with some snippets of the fights and subterfuge they engaged in along the way, letting most of the party members have a minute in the sun and making it clear that they all had a role to play in the attempt--even though it failed--to kill Kreia on their own.

    I think that I remember either @zbyl2or @VarsityPuppetdoing a mod revamping companion activities for Malachor several years ago. The mod was cancelled, but there were scenes in the trailer with the crew in the Ebon Hawk after they crashed and them fighting through the Sith in Trayus Academy. KotOR II ENDING MOD Teaser Trailer - YouTube


  2. 23 minutes ago, Snigaroo said:
    8 hours ago, N-DReW25 said:

    Sorry if this has already been mentioned, but doesn't this mod do this?

    Oh shit you right, thanks. That flew under my radar, I will mark that that request has been fulfilled pending testing.

    WildKarrde does recommend using this mod in conjunction with these fixes to minimize the sound glitches:

     


  3. On 5/10/2023 at 11:14 PM, Snigaroo said:

    Base Attack Bonus Alterations

      Hide contents

    Recently some users have been pointing out that the different Jedi classes in KOTOR 2 feel unpleasantly similar, because their Base Attack Bonus is all the same. This is something I'd very much like to have rectified, both across the starting classes and the prestige classes, but doing so would require significant testing of how Sentinel and Consular classes behave on Peragus and Telos at higher difficulties. I think we can safely say that the difficulty of KOTOR 2 becomes trivial after Telos no matter what you do, so rigorous testing beyond that probably isn't critical, but NPC tuning might be required on Telos and Peragus to make Sentinel/Consular classes with lower BAB viable

    Crimson Knight uploaded a mod which restores the KOTOR 1 base attack bonus to its sequel, so this might work: Classic Class Attack Bonus - Mods - Deadly Stream


  4. 5 minutes ago, Snigaroo said:

    It's close, but I don't want it to flow directly to exiting the ship upon the end of the sequence without any player input, because that could cause interference with other mods I've requested. Warping to the shuttle but still leaving the decision up to the player as to when precisely to leave is the objective with that request.

    Gotcha


  5. On 5/10/2023 at 11:14 PM, Snigaroo said:

    Fast-Travel from Ravager Bridge

      Hide contents

    It's a bit weird you have to walk the whole way from the Ravager bridge down to the escape shuttle. You should get the option after killing Nihilus and hearing Canderous's conversation with Visas to just fast-travel down to the shuttle.

    EmperonDevon did a Ravager Rapid Transit mod last year. Ravager Rapid Transit - Mods - Deadly Stream Would this work?


  6. 2 minutes ago, Snigaroo said:

    If you're asking how to use it alongside the mod build, that information will be in the next Revision. And if that is what you're asking, no offense but please keep similar requests off of this thread. This thread is specifically for requests, not troubleshooting or support.

    Understood. And no offense taken.


  7. On 5/10/2023 at 7:05 PM, Snigaroo said:

    Mod Build-Aligned Comprehensive AI Upscale - PARTIALLY fulfilled by @redrob41's Character Textures and Model Fixes, though there are plenty more textures to address

      Hide contents

    I should start out on this one by saying I would, of course, prefer handmade textures. But the reality is that that's a ton of work, and even for a game of KOTOR's size it's unrealistic to get that. AI makes upscaling the games environments feasible, but there are problems with this--principally that almost all AI upscales out there today are either poor quality, completely butcher textures' alpha channels, are far larger than they need to be to the extent that it exacerbates the game's memory leak, or an unholy combination of all three.

    I would desperately like to work with someone who could coordinate with me on making an AI upscale for the basegame which is aligned with the mod builds--that is to say one which values the vanilla design; is double-checked by hand to ensure that alpha channels on each texture are handled properly after the upscale; and which specifically includes compatibility patches for several of the texture/model mods which the mod builds already include. This is naturally going to be a large amount of work, as each time the builds undergo a Revision new compatches would need to be made, but the most significant time and labor investment would be for the first version, and after that only a few texture mods would need to be taken into account for each new Revision.

    Which textures from redrob41's Character Textures and Model Fixes should I use in conjunction with the mod build?