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Everything posted by Rtas Vadum
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My unofficial Oblivion fantasy fishbowl
Rtas Vadum replied to Kate The Bionic Uterus's topic in Other Games
Seems the only mod of his that I'm not so fond of, isn't exactly his own work, but rather another mod he cleaned up. Verona House: Bloodlines At this point, I've tried to go through and finish this mod twice. The first time, I got to a point where I found something that I think, doesn't make any sense. I didn't play to much farther after that. The second time, I went much farther, but then I found that the plot made me go "Really?". I don't know if I want to have another go at it, since it seems like a LOT for a house mod. Most of the story is pretty good, but a few of the choices in some parts, seem to completlely discredit the player. Doing the quest only requires having finished the main quest, which in itself, makes sense. But then you have someone contact you, and when you arrive at his home, you have to wait for him to come out, since the door is locked and entering it is tresspasing. The in one of the first quests, you find yourself locked in a house. There is no way out, and trying the main door has the character ACCEPTING the fact that they have to be rescued. Which is what had me highly annoyed, given the laundry list that is my Factions page for Kuroji. Then, after a few more quests, the gathering of the Imperial Credit Ceritificates is thrown out, since it turns out that even with those, it doesn't matter. The house is actually cursed, and you couldn't enter it, even with them. Along with that, it devolves into the "Vampire Hunter" group, which has me just as interested as I am in the Order of the Virtuous Blood, which I've done only once. Plus, once again, it doesn't matter at all that the character is a Vampire. Some of the mods I've added(not too many) are on this list here: https://sites.google.com/site/khettienna/recommended-oblivion-mods Seems odd that I cannot find any house mod that I really like. Either it's the style I don't like, or something about it just makes it seem lifeless. I've mostly stuck to either Rosethorn Hall, or the Listener's Quarters. Although I did mostly use the Bravil House with Shiro(the character I did The Lost Spires with). -
My unofficial Oblivion fantasy fishbowl
Rtas Vadum replied to Kate The Bionic Uterus's topic in Other Games
I'll probably get Morrowind at some point too. Although, as much as I would like to play it, it's more than that. I obviously don't have the nostalgic love for the game that others might, so I obviously view it differently. Plus, even as sequels to the game, I still wouldn't make DIRECT comparisons for every bloody thing. I somehow doubt that I will play Morrowind and start thinking that it does the combat better, or that it's story is so much better in comparison to Oblivion. As for other things though, I've played a few of the well known quest mods, though mostly by just installing them, and playing through it. Only one or two I've decided to really keep. Servant Of The Dawn I'll perfectly admit two things. One, that I didn't finish the mod. Not because I didn't like it, but I just didn't feel like dealing with one section of it at that point. I'm certainly going to run through it again, although when I don't know. Second, although the idea is appealing, mostly since I cannot bring myself to play through and through "Good" characters, this still made me feel, odd. That certainly isn't a knock against the story, as I think it is very well done. i know the mod has a conflict with KOTN, but the only one I saw was a location being RIGHT next to the Priory added by KOTN(which clipped a little with the Priory stables). The Lost Spires Not much of a point to link this one, as it already was. I ran through this with a mostly mage character, limiing myself to one-handed swords, but using staffs otherwise(mostly the Ayleid ones from this mod: link.). I will say that I found this one fun, both the story and the gameplay. Truthfully, I saw a part of this mod in a Let's play, but it wasn't directly related to the plot, so that part I didn't know. Although... Given the character I was playing, it was something of a stretch for him to use that sword during the ending boss fight. Plus, I found that fight interesting. Having the 'Ceiling Collapse' effect done like that, actually killed me the first time. I don't think it did during one of the fights in the Celestial Planes, since I litterally SAW the effect before it could touch me. Oh, and maybe that trailer for the mod spoiled me a bit, since I was hoping for a bit more than the robe and hood you get in one of the planes(obviously the cape in the trailer is from another mod). Still, better than what I had, and it fit the character. A Brotherhood Renewed I don't have much to say about this(give me two seconds though and I'll lie about that). I love it. Expanding on the DB questline in a very well done manner. I do have only one problem with it though, but as possible as it seems, I can't say. In one instance, you get to chose a Speaker for the Imperial Sanctuary. The one Arquen mentions is a Vampire living in the sewers. One of her lines, "I don't know how you feel about Vampires, Listener', doesn't really take into account the player possibly being one. Also, the same Speaker refers to you as "Mortal" upon meeting him. I'm a little unsure if Vampires are indeed not mortal in TES, but given how long Hassildor has been around, they probably aren't. Still, I'm not sure if the game has the scripting to check if the player is a Vampire, and give a reasponse based on that. Still, a very minor problem. Dark Brotherhood Chronicles - Awakening This one I've played through very recently. On a new save, using the "Moonshadow Elves" race. Save for having a little lag in some places(though not anywhere implicitly required by the quest line), I have no issues with it. I'm just waiting for the second part. I did try Kvatch Rebuilt, but i don't think I'll be trying it again. I just can't imagine waiting as long as a month of in-game time for the next quest. I know it starts with a week to wait for the first quest, but it probably does take a month for one of the quests. I know waiting that long makes sense story wise, but still. -
Eh, the question was about Kreia, not the Exile. Which, I rather doubt that Kreia was cut off from the force twice, and even then, it wasn't enough that she needed very much to regain her abilites. Although perhaps only a reason to have Kreia start of at a level near the Exile, it's likely that she's regaining her connection as well, just as the Exile is. Think of it like a broken bone - where the Exile was a complete fracture, Kreia was only a sprain. I don't really think she was Exiled from the Jedi, but rather from the Sith - i.e the "Fall" scene. Hmm...not sure if that needs spoiler tags, but I'll add them if needed.
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Although I haven't really done anything to mod Oblivion myself(at least not making any mods of my own), I gather that you can add a NPC to the game with a single esp file, containing every bit of information the game needs to spawn it with the appropriate race, class, birthsign, location within a cell, etc, even giving the character a large dialouge and a quest, as long as it uses Oblivions resources - where as with KOTOR, if you want to add an NPC, you have to add entries for them in at least three 2da files(portraits, heads and appearance), deal with the head models and textures for that NPC, make a utc file for the npc, alongside adding scripts to the game that will spawn the npc in the desired location(which requires coordinates. Along with likely a few other things as well. Oh, and if you want them to walk about the area? You don't have pathgrids, and thus you'd have to plot the route yourself, and hope it works as you want. I'd imagine that this technical flaw with KOTOR(or more appropriately it's engine), is due to the fact that upon release, save for patches, it's meant to be complete. With the TES games, while I don't know about Arena or Daggerfall, every one since Morrowind has had expansions or DLC. I know that Dragon Age and Mass Effect has such added content as well, but I'd imagine that it just installs itself upon download, and with that, it's added to the game. I know that with Oblivion, if you don't like say the Shivering Isles or Knights of the Nine? One click and you don't have to see any of that content in the game. I'd imagine it's just like this for Morrowind and Skyrim.
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There are obviously those who do like those armors, many do not. Although I don't have any problem with them, I usually play the game as a female, and while I'd mostly use this mod, I'm editing the vanilla textures for my own mod at the moment. As for adding model variations, unlikely, unless we had the same tools that Obsidian had when making the game. The few columns that were added to the appearance.2da obviously weren't there in K1, since the Model/Texure variation columns stop at I in that game(which is the Revan/Star Forge Robes). The only way to do this would be to replace the M models, which obviously causes the issue that there is no model comparable to Bandon's that will fit females. Though the M models and textures could only be replaced for the males, while the female models/textures stay the same.
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Yeah, most of the setup for animated textures I already know. Although I didn't know the height and width values weren't needed. The funny bit, is that you can actually find the TXI information for textures that should have it(though I didn't discover this myself, although at the moment I forget who did). Clicking on the "Hex Viewer" option while a texture is selected, brings up the Byte Viewer. Then click the ANSI option, and at the bottom of the window, is the txi information the texture uses by default. I did try and fix that dancer advert texture already, although unfortunately, I only have eleven frames, provided by another user here. Just copying the last only makes the animation seem to skip, and getting each frame in the exact place where the transition between the frames is seemless, isn't exactly easy. But at this point, I'm a bit more keen on replacing the thing, than trying to deal with that. Although I have done animated textures before, that lightsaber blade mod I made was far easier. With this texture mod though, I did animate one of the pannel textures on Peragus, mostly just using simple fades in each frame. I also animated the Kolto tank, mostly to make the large pipe look like it was constantly pumping or filtering the kolto, although that I think I have to fix, which shouldn't be too difficult.
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I had to fix some of those billboard textures for my mod too. For some of the text, it looks like they shrunk it to fit, since some of the characters are very close together. That is, if the texture wasn't made at a higher res, and then downsized. I'll have to do something similar with the rest, as I've only done the TEL_BBrds texture. Technically the rest fit the mod's theme, but don't look the best. The only thing I don't know is how I'm going to 'fix' the twi'lek dancer advert. I'm really wondering what screwed those textures up, so they cannot be easily edited. Even having them in the override, unedited(at least unchanged from how they are when extracted), makes the animation display incorrectly. That aside, I really like what you've done with these textures.
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Not much at the moment. I'm still trying to figure out the issue with the Star maps, which looks at this point, like this: It really shouldn't look green at all. The textures aren't, so I'm thinking it's something like that problem the vanilla Kreia model has. The sphere and such should look like the triangle piece at the bottom, and the orange dots floating around the sphere. Some of it looks fine, as can be seen. Also a shot of the Leviathan's Cell Block corridor:
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Hmm...doesn't look too bad in the sw font, but I think I'll need to either have something different for that last phrase, or align it differently. Oh, if only I could have the area textures slowly change to corrupted ones as you play through Taris. Then that message would make a lot more sense.
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Perfect. Only now do I realize that the game flips the texture, so everything would come out backwards, as least as is in game. Anyway, here is a version as it should be. Pretty standard flavor text, though obviously not lore accurate for SW. It might not work in the Tron world either, though most of the visible terminal text there isn't english, as far as I remember.
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Pretty standard shots here, although nothing major, it seems. Think I should do more with that door, or is it fine as is? The mapping seems obvious on the texture, but not so much in-game. Wonder if anyone will get what that says. Anyway, seems I have to edit it a bit more, since the vanilla image can still be seen. Or integrate it in some fashion, I don't know. Ah, the Sith Lander. Funny thing is the lights on it actually will flash a bit. Not my work, since that is obviously vanila. Another shot of the lander. I'll have to fix some of those lines. And...what the... My, my. Wasn't expecting this. Anyway, a lot more to do with it.
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Eh, what do I say about this...well, they do say an image is worth... fine, here it is. What i don't know if I'm going to do the rest of the party members, since the ideal behind the theme wouldn't really allow for that. It's a bit of a stretch that her normal outfit has the lines, but her second(or rather the "Dark Side" outfit) that she will be wearing in my "Dark Jedi Princess" mod does, since I'd imagine it being made by the Star Forge. In some ways this could be an add-on for that, or used by itself(although one wouldn't get the DS outfit). Also, a shot of...Dreshdae, is it? Either way, the thing here is that only the colony building has been done. That is intentional, since as with K2...well, this should be obvious already. But there is a problem, though. The textures used for Dreshdae, are also used for the Czerka offices on Kashayyk. While I can't say I have a problem with this, it may not entirely make sense. Eh, I'd just chalk it up to the influence of the Rakatan tech on the forest floor below...even if it is quite a distance, as it seems.
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Blog #3 - Mods for a KOTOR1 Playthrough?
Rtas Vadum commented on Sith Holocron's blog entry in Sith Holocron's Blog
Considering BoS:SR, I'd suggest this: Fully Animated Jedi Malak - Marius Fett Can't say I know if these two are compatible with the other mods you plan to use, but I don't think BoS:SR would edit the Taris/Endar Spire Dialouge files. Endar Spire Dialogue Enhancement Taris Sith Base Dialogue Enhancement And as a bit of shameless self promotion(is it?)... MedHypo Mod I don't know of many other mods that edit the uti files for the Medpacks or the icons, so there shouldn't be any conflicts. -
That mod will replace the vanilla Single and Double lightsaber models, along side the vanilla blade textures. If you add the blade textures from another mod, it won't cause any issues, save for replacing the textures from this mod. The only thing to watch is the fact that this mod includes a g_w_lghtsbr07, and g_w_dblsbr007, which I think adds the bronze color to the game, which TSLRCM already does. You should still see the custom hilts even if you don't add the aforementioned files from the mod, since they are pretty much identical.
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it should be, since the use of the patcher will edit the existing appearence.2da placed in TSL's override by TSLRCM. All it does it make sure that the HK-47/50/51 textures will have the shine effect.
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What was that I said? MIGHT do Taris? Well, then call me a liar. Might have to do that ship, I'm not sure. Anyway, I have made a few changes with the Taris textures since i took these, mainly so the area's aren't so dark. Also, I'm going to try and avoid doing the Undercity if possible, but it would be my luck that some texture used for the Upper and lower city is also used down there. A shot of the Sith Soldiers, obviously. Isn't really clear in this image, but on their chests is the tetromino pattern, which I've used in a few other places too. I'll have to see if i removed the lines from the alpha channels.
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Companions and Lightsaber
Rtas Vadum replied to cosminbh's topic in Knights of the Old Republic General
There is a feat needed in order to use a lightsaber, which any Jedi class gains with the first level in that class. So if Bao-Dur is say: Tech Specialist 15 Jedi Guardian 0 Then he won't have the feat just yet. Level him up once(or twice if possible, since he or others will get the ability to use force powers with the second jedi class level), and he should get the feat. -
Bugs and minor inconveniences with M4-78EP
Rtas Vadum replied to Hassat Hunter's topic in M4-78 Enhancement Project
The camera view isn't an issue at all, since that is obviously a different 2da file which TSLRCM or M4-78EP doesn't change. So changing the head that character uses with KSE should fix the problem. You'll also have to change the portait too. There might be other issues though, depending on how far into the game you are with that save. -
Bugs and minor inconveniences with M4-78EP
Rtas Vadum replied to Hassat Hunter's topic in M4-78 Enhancement Project
You might want to check what appearance line the character is using. You can do so with KSE. Were you using a head mod previously? -
Meh, why do I always have to clean all this u- oh, sorry. Anyway, the Grid stuff aside, I do have a few other things. I don't exactly have any screenshots of them, but a description might suffice, for the moment. -[K1]Creatures: As for a name, I don't know, but this mod basically reskins some of the creatures in the game, although it isn't very many at this point. For the Rancor, Krayt Dragon and the two Firaza varients, it simply adds a shader effect, so it looks "wet". The only other I've changed at this point, is the Rakghoul. Rather than the gray color, I've made it a...well, I guess a screenshot could describe this better. I'll have to get one. -[K1]Dessera Dialouge addtion - If there is ONE thing that just, gets me, about Dantooine, at least in terms of things I haven't gotten over since first playing the game, it is that you CANNOT simply tell the twi'lek who speaks to you before you can leave Dantooine, that you don't want to talk to him, etc. It's mostly the fact it occurs when you want to leave, although do know it can be avoided. That aside, I'm not too sure about this, but all I'm doing is adding in two options, both of them there for ending the conversation right there, instead of having to go through a few lines. Maybe having the added options give LS/DS points would probably be too much, although I haven't made them do so as of yet. That aside, I haven't tested the dialouge either, since I don't have a save at that point, and I'm not sure if I'd have to play through Dantooine from the start, in order to see the additions. There are a few other things, mostly related to that K1 reskin pack(which those creature skins are technically a part of but eh...). But for now, that's it.
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Thanks, although there is the fact that the only things I've edited would be the ones for the logos, and the door texture. The rest isn't mine. The same might be the case for future screenshots. I might do Taris, but I'm not sure. Eh, that aside, I tried editing the textures for the Star Maps. It did certainly work, but it seems a bit more...green than it should. The metal pecies look fine, it's just the ones that appear upon activation that don't look exactly right.
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Man, is it getting dark in here...well, there are all these lights, so it isn't that bad. What? Okay, FINE, I'll get on with it! So, I do have most of the Star Forge done(unless there is something I'm forgeting), save for the main attraction of this image: It's probably similar to the textures used for the Star Maps. I'll have to look for them, as I'm not sure were they would be. Although some of the same textures might be used, although where the texture for the Forge would be, I don't know. As the "Sith" textures are also used by the Leviathan, here is a shot of the Bridge: I did start editing the texture for the ship as shown during the turret sequence after the level, although I have to work on making it a bit more...obvious, since it kinda disappears into the background, being so dark as it is. Lastly, the Sith Bases themselves. Shown here is the Taris example(as at this moment I only have a save during that section of the game, and two others just before the fight with Malak on the Star Forge). I tried doing the logos in the same red lines that most of the textures used, but it blended a bit too much with the background, so I used the orange base line instead. Think it works? An obvious note is, the texture for the console is NOT mine, and I don't think I'll be editing it(meaning the vanilla texture). That aside, I really haven't added any shader effects for these texures, so any that has it, are vanilla. Save for the Leviathian(although I haven't seen the effect in-game yet), and the SF doors. Another interior shot, with another skin that isn't mine(the force cage). About the War Droid skins though, only the first texture has been edited, as I don't think the other varients are ever used by the Sith the game. Ah, this is interesting. Now, in truth, there really isn't a problem with this. However, as the texture is now, when the duros is killed, the blue circles are on top, where if he is freed, the red cricles are. Should that be switched around? And of coruse, the boss room. I did try to get a shot of the edited Sith Apprentice texture, but no dice. Hmm...might have to do something so those light textures blend together better than they do...plus, it seems the game doesn't work really well in having red lights, were almost any other color will work. Could be wrong about that, but with the Ebon Hawk reskin for K2, the Corrupt(orange) skin, the lights actually look lit(having a slight red glow), but for the red and blue versions, the blue kinda works, and the red pretty much works as it does in the above shots.
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What I did for Onderon was darken the skybox textures, although keeping a purple hue. Obviously this is meant to go for the look of the dark, stormy sky in the movie. Most of the other areas I've done, save for Nar Shaddaa, would have the grid skybox. The only space area that doesn't have that yet, would be the two cutscenes with Tobin on the Onderonian cruiser(which I am doing to match Onderon). Heh, the way it is now, the turret minigame before the start of Duxn is really difficult, given how dark the fighters are. I did add the "bright" effect to the lines, but I might have to to turn it up a bit. Also, about the K1 textures...It's most likely going to be only the Star Forge, Dreshdae. and the 'Sith' textures. And for that second one, I realize that it is almost like doing Peragus again, with most of the wall/floor textures for the Sith Bases/Leviathan being pretty much where the Peragus textures came from(save for the ones OB had to create specifically). There may be some NPC skins with this theme too, mostly the Sith. Unlike the K2 version, I'm going for the idea that this perticular look is meant to be a product of the Star Forge, the only snags to that being Dreshdae, and the Levianthan(along with the Sith interiors), although that could just be the Sith copying the designs of the Star Forge and the anesthetic of the things it creates. However, a second one, would be the placeables on the Star Forge. Those might need to be changed as well, without changing the normal placeables. It's just three models(as far as I'm aware), and certainly not impossible, but something that is beyond me at the moment, though that may change.
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Sprinkle of this and that, would be what we have here. Ah well, at least it is something. Anyway... I'd say this is skin is pretty much done. I might make her eyes a bit purple, but what do you think? I'll probably see if I can get a full body shot too. Oh, and the window texture in the background..isn't exactly intended to be transparent(as I didn't add any effects to it), although I might do so, likely a similar effect to the visor on the Verpine...headband, is it? The item Luxa wears when she enters Slusk's office. Also, a look at the docking bay: Next up is...what? Okay, now this is a tease, isn't it? What? You mean to tell me that's....it? You have NOTHING else? Oh, what? You MUST be joking. Oh, just what could that mean? That I forgot to make a txi file for that door.
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So it seems like as far as M4-78 goes, there are only a few textures that I might need to edit that aren't vanilla, although I'm still not exactly sure. This isn't including the new droid skins, as most of the ones used on the droid planet, I've already done, at least those that are vanilla. The only vanilla droid skin that I haven't touched yet, would be the "mover" droids, since the Cleaning droids I have, although it doesn't seem to have had an effect in game(the skin for those droids would be N_astromech02, isn't it?). Save for filling much of the area out, not much else has been done. However, there is a certain texture that I really wasn't so fond of. So what did I do? Almost completely replace it. (referring to the scrolling texture behind M4-78, and at least in game, the cylinder around the archon) I did try making the graphic's lines appear more obvious, and it certainly is in game. Still, it does appear a bit more faint, thought it can still be seen. It is used for all three archons, their colors kept. Might have to work with it a bit more though. Also, save for T3, I haven't shown off any of the party member reskins. So, here is the handmaiden. Hmm...maybe I should crop that...anyway. I might have to make a few edits, mostly changing the lines on her gloves(given how close they are at present), and thinning the lines at the top of her boots a bit. Thoughts?