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Everything posted by Sithspecter
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A fully enclosed helmet will definitely clip on many heads. I made the Canderous' Mandalorian Items mod, and if you put that helmet on say, Mission, Bastila, or many of the female PC heads, you will see that the hair goes straight through it. It's modeled to fit so that hair on most males does not show though it. The Sith Soldier disguise is an item that simply makes you use a different appearance. You'll notice if you put it on Mission or a female scoundrel PC that they are suddenly tall, and have lost some of their femininity. The game has completely substituted the whole original model for the Sith Soldier model. There's a couple ways you can get creative with helmets. First, you can make the helmet a disguise. This would allow you to use a faux head with no hair, which is great for eliminating clipping, but limits you to one appearance.2da row (check out my Boba Fett mod to see how this works). Secondly, you can do like I've done and make the helmet cover most male hair types. This is a good all-around solution, but will fall short with a number of female models. That's unfortunately about it.
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Gelrood, the Pazaak player
Sithspecter replied to Drayx's topic in Knights of the Old Republic General
Not if you quicksave... -
Gelrood, the Pazaak player
Sithspecter replied to Drayx's topic in Knights of the Old Republic General
Yes, his max is 750 credits, but this runs out after 8-10 games. No doubt a good source of income, but the Desert Wraids will spawn infinitely, which equals unlimited income. -
Gelrood, the Pazaak player
Sithspecter replied to Drayx's topic in Knights of the Old Republic General
Gelrood's dialog file has no entries for him giving up or running out of credits, so it's safe to say you can play him an infinite amount of times. However, the fastest way to make credits in KotOR isn't going to be playing Pazaak for 40 credits per game. The best way to make money in KotOR is killing the desert wraids on Tatooine. Killing four of them yields 240 credits when selling their skulls to Suvam Tam, and then spawn an infinite number of times. Also, it's a more certain thing rather than the gamble that pazaak is. -
You'd have to have permission from the author first. It would still be a substantial amount of work, it might even be easier to start from scratch with KotOR in mind.
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Ah! I had forgotten!
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Welcome to Deadly Stream, mangumpi! That's a very nice Ithorian head you have there. Unfortunately, KotOR is a bit quirky about heads. I don't believe anyone has ever done a scratch modeled head. Most people have been forced to use a replacer tool, which limits you to only being able to move vertexes about and not add or remove anything. Here are a couple tutorials that might be relevant: http://www.lucasforums.com/showthread.php?t=224255 http://www.lucasforums.com/showthread.php?t=204225 I'm sorry I can't help you more, I'm no expert in the heads department. Maybe another modder with more experience can weigh in.
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We do not plan to add any color crystals to Sleheyron. There might be one power crystal, but Sleheyron is very separated from hokey Jedi things. Goat hit the nail on the head here. We aren't going to introduce anything ground breaking in the items sector. All the items you find will be quite similar to their KotOR counterparts. For instance, you might run across new blasters, melee weapons, etc. These will use the same default models in KotOR. You will experience similar shortcomings in the items sector that you encounter across all of KotOR. Most items will be pretty standard fare. The goal is to integrate the planet as seamlessly into KotOR as possible. That means things like the landing/takeoff videos, the characters, items, and textures will all be similar quality to what you see in the game. That's not to say there can't be mods to correct some of these things produced, but the Sleheyron release in itself will be very similar to what you find on existing planets.
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Essentially no content was left in the game from Sleheyron. The largest items left in the game files from Sleheyron are the 3 gladiator arenas, and the Sleheyron textures. Additionally, there are a few hall pieces of a Sleheyron area left in the game files, but nothing usable. All content will be created by us, based on David Gaider's recollection of plot from Sleheyron. We have written plots for the major arcs that are an embellished version of the overall story that Gaider remembers writing for the planet. I think in the final release, we will just call it Sleheyron, rather than a Sleheyron Restoration, since at this point it is more ours than Bioware's.
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Sleheyron is feeling more and more like a real planet each day! With another area complete and in the books, we are another step closer to completion. Work continues at a steady pace, with more progress every day. While we still have a number of areas to complete, I am beginning to see that there is in fact a light at the end of the tunnel. After completing the latest area, I came to a realization. From no geometry in 3DSMax to complete integration into the planet, including lightmaps, camera blocking, lighting, area map, and accessible through normal doors was less than 30 days! Approximately 25 in fact. This is a personal record and a good sign of things to come. At this point I have done enough modules to establish a smooth flow for how the entire process should go, which has really expedited the process. To put this in perspective, the large Sleheyron street module took approximately 5-6 months to get to a similar state, and took extra time to incorporate various advancements and techniques that I have learned since then. In addition, we are reaching a point in Sleheyron where major content can be implemented. This is a very exciting time, and we're going to get to see new life on Sleheyron very soon. We still have a long road ahead of us, but this will be a good year for Sleheyron. We are very optimistic about this coming year. We still aren't going to post much here, because as always, we're here to produce a mod, not hype.
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As far as I can tell, the defaul cyan lightsaber doesn't have problems at all? At least it appears not to have the same issue when switching modules. In either case, such a problem with the default cyan lightsaber would be easily fixed by simply hex editing one of the other lightsaber models to use the cyan texture, and then renaming the files. You'll probably also note that other lightsaber mods which change the hilt geometry do not have this problem. This is because other lightsaber mods do not change the blade geometry. When changing blade geometry, something is lost in the MDLOps replacement. That's where the root of this issue lies. Early on I had experimented with several ways to do this mod. My first hope was that I could animate the blades and export them through MDLOps 0.6a, which supports animations to an extent. This was somewhat successful, and I was actually able to get a working lightsaber in the game. However, the blade blur that you see on normal lightsabers was missing. I can't remember if the ever-extended blade was another side effect, but the lack of blur was extremely distracting and looked terrible in itself. I was able to deduce that the blur came from emitters, which aren't able to be exported through anything except for KAurora, which doesn't support animations or anything that a character wears or holds. So, I was stuck having to use the replacer to replace the blades, and this extremely minor bug of the blade not retracting without a flourish was the cost. I firmly believe I have done everything within the bounds of our modding tools that I can to correct this issue, but unfortunately our tools fall short in places from time to time. The only mod that I can think of that does something similar is Oldflash's/Darth InSidious' Forked Lightsabers, which is for TSL. I will download and see if it has the same issues, but keep in mind that it is for TSL, which does have differences. EDIT: I just confirmed that the Forked Lightsabers mod does have the same issue. I rest my case.
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This is a known bug and is not correctable through any current means. It unfortunately is a problem with MDLOPs, and I do not have the knowledge to fix MDLOPs. As stated, a quick flourish or equip and unequip should make it retract.
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Sleheyron Beta Tester Wanted
Sithspecter replied to Sithspecter's topic in General Kotor/TSL Modding
Well, it never hurts to apply. You at least need to have a general knowledge of how to install mods properly. Send us a PM with how you meet all the other qualifications and we'll be happy to consider you. -
Apeiron will never be released, it's certain to receive a cease-and-desist sooner rather than later.
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Sleheyron Beta Tested Wanted: http://deadlystream.com/forum/topic/4274-sleheyron-beta-tester-wanted/?do=findComment&comment=44227
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Sleheyron is beginning to reach a point where Fair Strides and I are in need of a Beta Tester! While this is exciting news, and I'm sure we will have many eager applicants, I'd like to outline a few requirements of the position. The Beta Tester position will be something of an "on-call" position. Fair Strides and I will complete a section of content, and we'll need you to be able to test it and communicate with us real time. We will do our best to give as much notice as possible before testing of new content is required, but we will give no less than 24 hours notice. The Beta Tester will work closely with Fair Strides and I to test each section of content multiple times, reporting bugs and inconsistencies. This will be a very repetitive position, as the tester will likely have to test each section between six and a dozen times, sometimes in the exact same manner. The Beta tester must be able to note what is going wrong or right in a scene, and communicate the discrepancies clearly. In addition, we would also like for the tester to log his or her impressions of various encounters and provide feedback for the mod. This will be hard work, but, in exchange for your hard work, you will get an exclusive look at Sleheyron! The requirements for the Beta Tester are as follows: -Must have daily Internet access -Must be in the US or similar time zone (Sorry, but this will be a requirement for best communication) -Must have and be able to communicate regularly through Skype -Must be able to communicate descriptively and clearly -Must have a Dropbox and be able to handle up to 256 MB of files at a time through the Dropbox -Must maintain a clean Windows PC copy of KotOR specifically for Sleheyron testing -Must have a thorough knowledge of KotOR (Through knowledge of KotOR implies that the applicant has completed multiple (prefer 5+ total) lightside and darkside playthroughs. The beta tester should know exactly what's going on and should happen in the rest KotOR. i.e, if something DOESN'T happen that should, they can easily note it) -Must be able to work within 24 hours with little prior notice -Must be willing to go through many options for the same scene -Must be familiar with modding (The beta tester should understand at minimum the different file types and what they do. The beta tester should have a working knowledge of mods and how to install them. Prefer at least some modding experience) All interested please PM myself and add Fair Strides as a recipient to the PM. Please address how you are qualified to handle each of the requirements. Thanks, we look forward to hearing from you!
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The main quests have multiple outcomes/paths, and there will plenty of chances for you to alter your alignment. For instance, you might find yourself in need of information from an NPC. You could offer to help the NPC with their problems (lightside), offer them cash or a bribe (netural), or intimidate/threaten them (darkside). There will be different options, however sometimes they will not always work. You may find yourself forced to pay a hefty bribe after a failed persuade or intimidation attempt.
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People keep saying this, but games will actually run without voice over, sound, and music files. So in reality, you don't need the original Star Wars: Knights of the Old Republic to play this game.
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I believe that the general reason that you're not seeing the names of items and English modded dialog is because of the dialog.tlk file. The dialog.tlk file has pretty much every string of text for the whole game in a particular language. Most of use here use the English version. Since you have the German version of the game, you have a German dialog.tlk file with all the strings of text in German. It's my understanding that the game is going to try to reference the dialog or items in a mod to a string in your German dialog.tlk file for translation, but since they are mods and don't have new strings in the dialog.tlk file, it is showing them as blank. Perhaps someone with a little better insight can weigh in as well.