Fallen Guardian

K1R Team
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Everything posted by Fallen Guardian

  1. There wasn't anythwrong with Knights 1. It had ample time to be completed. I think just going for a vanilla run through first and then after that going for a heavily modded run through would be a good way to go. Though I would recommend using K1's latest official patch. As far as I know the Update function you get from the menu should get the correct patch.
  2. It's not a lame question at all. I'd say just go for a complete vanilla play through, no mods whatsoever. Just experience K1 the first time like BioWare intended. Of course that's just my opinion, I'm sure others may have some different ideas.
  3. Well, interesting theory about the progress... A little bit.... IIRC he said in the post that got deleted that he'd modeled it all and was starting to put it in-game
  4. That's one reason why we are waiting for disbeliever to finish his models of the planet, and waiting until we finish up the majority of the other content that is to be restored.
  5. What is polishing up their work? K1R or a Sleheyron dev team? Anyway, work on Sleheyron won't even start until disbeliever finishes up and releases his models for the city. (Don't mind that the last post from that thread was November of 2011. He posted sometime over the summer I think but some forum backup issue deleted posts from that time period, including his.)
  6. Does that mean that weird issue where the twi'lek's head was a lot darker than her body fixed in 1.8?
  7. The development is most certainly not dead. However, it doesn't appear that that's cut at all. Just BioWare having some fun.
  8. But my question is: Why is canon so important?
  9. I'd suppose if Vash canonically dies on Korriban and the premise of M4-78 is that you go there to find Vash, I'd think that means it'd deviate from canon. (I hope I don't come across as sarcastic, I honestly don't know much about M4-78 as I'm not a part of the project.) But who cares? Canon sucks anyway and a lot of the time it should be broken.
  10. I believe it's on a corpse in the first room past the broken door you bash open with a plasma torch.
  11. Huh, strange. HH or zbyl, do you guys have any clues?
  12. Just use the search function and type in .MOD. If files pop up then that means that part of the mod installed correctly (or at least mostly correct.).
  13. Are there .MOD files in your modules folder?
  14. Woah cool. This'll definitely be a download from me when it comes out.
  15. I don't know SH, it seems interesting but I can't think of any missing sound effects from KotOR 1. I guess we'll need someone to go through and listen for something unusual...

  16. I honestly wouldn't know about animations so it might or might not be possible to do that. And yeah, they're not supposed to attack your party so that's good. It maybe that the Iriaz are cycling through targets due to something in their combat scripts, doubtful but possible, so I'll take a look at that as well.
  17. Yeah, that looks as if the Iriaz is also attempting to target the person who's in first person view (I assume you're in first person view). Anyway, there isn't anything we can do about that without requiring way more work than it would be actually worth. Just ask Sithspecter, he'll tell you how hard animating for KotOR is.
  18. I believe mr_dad has moved to this project here: http://www.lucasforums.com/showthread.php?t=210435 Though this one might still be alive.
  19. Huh, sounds like a pretty cool idea. Damn me, now I'm thinking of ways this could be done and what Bao-Dur could say... Ahk, I might take a shot at it but no promises.
  20. I think Sith Holocron's signature answers this question: Release dates are for those that don't care about quality in mods.
  21. That's a known bug... It's been fixed, but the fixes won't be released until all the fixes have been completed.
  22. Wow! I can't believe I haven't seen this until now. This looks amazing!