JCarter426

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Everything posted by JCarter426

  1. Nice. I remember seeing them that long ago. So, here's part 1 of the plans in motion: These are all the common hilts (and also material and individual hilts) planned so far. All of them will be available for the three standard lightsaber types and in all ten colors. The first five are common hilts - the traditional hilt, just a simple replacement of the game one; three class hilts; and one Dark Jedi hilt. I'm not sure about the design for the last one, but be some sort of eviler version of the traditional hilt. The next five are the material hilts - beskar, electrum, plasteel, rancor tooth, and ultrachrome. For each of these, there will be a unique crafting item found somewhere in the game. The final five are the individual hilts. The hilts for Bastila, Jolee, Juhani, and the player all have reference images, fortunately. The Endar Legacy is a new hilt and I'm not sure of the design for that yet. It'll be found on the corpse of the Jedi who dies on the Endar Spire. (But I'm not giving the player a lightsaber that early in the game, if you're hoping for or worried about that. Just the hilt.) I'm thinking when you first build your lightsaber, you will be able to choose the hilt, with your options being the traditional hilt, the hilt of your class, the canon Revan hilt, and any other hilts in your possession. At that point in the game, it will be possible to find the other class hilts, the Endar Legacy, and the saberstaff. Parts 2 and 3 of the plans will wait until later. I think it might be a good idea to wrap up these before moving on to the exotic stuff. For future reference, though, the rest are: crossguard lightsaber, curved-hilt lightsaber, darkstaff, forcesaber, lightsaber pike, longsaber, and saberstaff for new saber types and Ajunta Pall's lightsaber, Darth Bandon's lightsaber, Darth Malak's lightsaber, Uthar's lightsaber, Yuthura's lightsaber, and the Sith ceremonial lightsaber for unique items. The new types will be available in all three colors, while the unique items will only come in whatever color they come in. Actually, it's red in every case. If anybody feels strongly about them being available in other colors, there is just barely enough room for all of them, but I felt that it would be strange to have an item called "Darth Bandon's lightsaber" available in blue or pink or whatever. Also, it would be good to leave a little space for future saber mods. I'm also open to suggestions about hilt designs - whether anybody has any requests, or wants to donate a model, or model a particular one, or whatever. I'm not going to work on this stuff at all until I finish modeling the traditional hilts, and probably the class hilts too, so if anybody wants to tackle any aspect of it in the meantime, that would be nice.
  2. For what it's worth, it is on the cover of the Revan novel. Noted. Oh, nice. I suppose now is as good a time as any to mention I'm generally unware of what other lightsaber mods there are because I've had a broken copy of the Ultimate Saber Mod installed for years and it's incompatible with almost everything ever. I'll take a look at it when I get the chance... with that, I can likely check another one off the list. I've also figured out a few more drop locations, so all that's left now are the longsaber, lightsaber pike, and the matter of the class hilts, which in turn depends on the Revan matter. Any of those could be placed in the enclave with the saberstaff, but I'd like a little more of a scavenger hunt if possible. The one item drop I have not used so far is the Sith on Manaan. He normally drops a double-bladed lightsaber. Most others I listed were NPCs that have lightsabers but don't drop them - but this guy does drop his.
  3. Well, if they can be found, I'd like to take a look at them. Oh, that's cool. There may be room for it if you want. That's definitely a possibility, but there are three complications. First, this... I have seen the source of the image. It's a page of with many pictures of "notable lightsabers", and all it says is "Darth Revan". The problem is, MMO shenanigans with him changing color every day of the week aside, Revan had at least three lightsabers in canon: the violet-bladed one he had as a Jedi which he also used as a Sith, the red-bladed one he had as a Sith Lord, and the one built in the game which is apparently supposed to be this. So the matter is vague. It definitely isn't the MMO one, and it doesn't look like the comic one either. It doesn't even look like the one on the KOTOR campaign guide. Now, I'm willing to rule it all off anything as inconsistent art, and just pick whatever I want, but I'm not sure what I want. What really bothers me is none of these look anything alike when they were all meant to be built by the same person. The second issue is that if we go with the MMO hilt for the one you make on Dantooine, then you're forced to start with that hilt. Which might be fine, but it would rule out the option of getting a hilt based on your class, or choosing from a variety of hilts, or anything of that nature. I'm not ruling it out, and I've certainly left room for it in the database, but I don't know what to do with it yet. The third matter is what to call it. It can't be "Revan's lightsaber". But it's also not possible to put the player name into items in K1. I believe you yourself encountered this problem, Kexikus. A name can be picked, but I got no ideas. Oh, I suppose. I had thought of having a generic saberstaff and a special temple guard saber staff, but it might not even be worth it to have different ones. I'll check around the enclave to see if there's a good spot for it. Well, it'll be old in 4000 years... but maybe. And in other news, I'm working on my administrative stuff so I can start making the show and tell I promised... then my intentions will be clearer, I hope.
  4. I'd certainly be happy to receive donations. It's not that I mind modeling it, but there's only one of me and only so much I can do or can do competently. I'm very much still learning as I go. I am looking to use the canon designs as much as possible - I believe there are ones for Bastila, Malak, and Jolee, and I also have some reference images for Bandon and Juhani, and a lot of contradicting reference images for Revan that I'm not happy about. I'm also planning to base the class hilts on the Guardian, Sentinel, and Consul hilts from Jedi Academy. It's the other way around, really; I realized all three were already there, and thought that would make things easy. I believe I can get the models for those, though, so it would be a trivial matter to import rebuild build them in higher quality as I've been doing with the original KOTOR hilts. The crossguard lightsaber would be based on the one in Rebels. I have some other ideas in mind, but I've yet to decide on a lot. Maybe I'll compile what goes with what in a big image.
  5. Update: I did some modeling and testing and planning and made some key decisions, and now I'm looking for input again. Here's what I got so far: 3 common lightsaber types: standard, short, double-bladed. I've given up on changing that. Unlike in the base game, however, the lightsaber hilt can be changed... 5 common lightsaber hilts: Traditional, Guardian, Sentinel, Consular, and Dark Jedi. These are aesthetic changes only - they change the hilt model, but not the stats. Common lightsaber hilts are fully upgradeable and can be used on all 3 common lightsaber types. 5 material hilts. There will be crafting components scattered throughout the game; each material can be used to create a new, custom hilt. You will have to find the necessary materials to craft them, but apart from that they behave as common hilts - aesthetic changes only, fully upgradeable, all 3 types. Individual hilts. Certain characters will have their own personal hilt design. They can't be crafted, must be found. Apart from that, they behave as common hilts - aesthetic changes only, fully upgradeable, all 3 types. So far there are 5 of these, but I'm debating whether to add more. 7 exotic lightsaber types: Crossguard Lightsaber, Curved-Hilt Lightsaber, Forcesaber Lightsaber Pike, Temple Guard Lightsaber Pike (I'll probably call it something like "Saberstaff" for clarity), Longsaber (long blade like Malak's), and I'm also working on a new Sith weapon type. Exotic lightsabers cannot be upgraded, but the color of the blade can be changed. No fancy hilt customization here, generally one hilt per new type. They are new "types" but not necessarily new base item types for technical reasons. Only two of them actually are. The others will be modified versions of one of the three common types, as far as UTI edits will allow. Since they can't be upgraded, I've made them about as powerful as a fully upgraded weapon of the same base item type, or at least that's my intent. Unique lightsabers: Like Freedon Nadd's Short Lightsaber, these are rare item drops that cannot be upgraded at all, not even blade color. Darth Malak and Darth Bandon's lightsabers are the only certain ones for now. I've included the Darksaber in my system database to ensure compatibility, but I'll leave that as a separate mod. I have some ideas regarding Ajunta Pall's swords as well, but that's beyond the scope of the current mod. I plan to utilize the system I'm building with those and possibly other mods (including the K2 version of course) once it's complete. 10 lightsaber colors: blue, red, green, yellow, violet, orange, cyan, silver, viridian, and pink. All lightsabers except unique ones will be available in all 10 colors. 6 focusing crystal types: Natural Crystal (i.e. the kind in the game), Synth-Crystal, Comprssed Energy Crystal, Crystal Lens, Heart of the Guardian, and Mantle of the Force. I've dropped the unstable crystals. There was no way it was going to work with 20 different blades and the 255 model limit. I could conceivably add more colors or blade effects for unique lightsabers, but not for every saber. There are 10 colors and every new type is available in all 10 colors. Every crystal type comes in 10 colors. Natural crystals and synth-crystals can go in any lightsaber. The others can't go in exotic lightsabers. Overall, there will be more than 20 hilts that can come in all 10 colors, plus a few special cases. I'm currently debating how much more than 20 I'm willing to go, what with the model limitation and also the actual modeling work. There is enough room for some other characters to have their own designs. On the other hand, I've yet to place some of the designs I've already decided on. So that's where I'm at right now. Two key questions. Who should have a custom hilt design? Characters included so far: Bastila, Jolee, Juhani, Darth Malak, and Darth Bandon. Characters not included so far: Belaya, Dustil, Jorak Uln, Lashowe, Mekel, Nemo, Sherruk, that one Sith on Manaan, Uthar, Yuthura. What are some good ways to integrate the new items into the game? I've gone through and confirmed a bunch that will work, but I'm mostly going by memory and I haven't decided what goes with what yet. The above unused characters are all potential drops, for example, if they don't get their own stuff. Potential placement methods could be in the form of actual lightsabers, lightsaber parts, or schematics. Items not yet placed: Consular Hilt, Sentinel Hilt, Guardian Hilt, Crossguard Lightsaber, Curved-Hilt Lightsaber, Lightsaber Pike, Longsaber, and Saberstaff. So, if you have strong feelings about some character deserving their own thing, or ideas for what would go good with what, or if there's anything I've missed, let me know.
  6. I'm actually working on that right now. I was thinking of how to convert Bastila's lightsaber to the other hilt types and how I'd have to do that over and over and I should have some systemized design philosophy for how one style translates into single, double, and short. So now I'm just remodeling the originals as practice, so I can get a feel of how each variation should be. With any luck, once I figure out that process it'll be easy(ish) to convert each hilt to all three types as I complete each design. I'll include my own tin cans in the workshop, and possibly as its own mod in case you just want those.
  7. I started modeling again to see what I could manage. I may attempt more.
  8. No, that wouldn't be possible without making a new item type, and then you wouldn't be able to use Force jump with it, or deflect blasters, or receive bonuses from lightsaber feats.
  9. Not for properties such as weapon size. So unless I edited baseitems.2da, there'd be nothing stopping you from using two longsabers or crossguards or whatever. There's a very limited amount of things that can be changed with simple UTI edits, though I have been doing that for the new crystal types I've mentioned before.
  10. View File JC's Darksaber for K2 This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". Submitter JCarter426 Submitted 03/14/2018 Category Mods TSLRCM Compatible  
  11. That's not possible. Making items with properties like that is only possible by editing the item type in baseitems.2da and then it affects all weapons of that type. That's why the longsaber would have to replace the short lightsaber, as there are only three of them.
  12. Version 1.2

    4,900 downloads

    This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".
  13. View File JC's Darksaber for K1 Summary This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". Installation Extract files from the downloaded archive. Run Darksaber_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility Compatibility with other lightsaber mods not guaranteed. This mod uses lightsaber model variation 255. This mod patches the module kas_m25aa in order to place the Darksaber into the game. If you have any compatibility issues with other mods that edit this area, you can cheat the item into the game instead. The Darksaber item is "jc_darksaber". Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v NWNSSCOMP – Torlack, stoffe, & tk102 Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers WARNING: THERMODYNAMIC LAW VIOLATIONS WILL RESULT IN THE SUMMONING OF MAXWELL'S DEMON. TO BANISH IT, YOU WILL HAVE TO DEFEAT THE ORIGINAL CASTER AND DISMANTLE THE SUMMONING CIRCLE, HIDDEN IN THE DUNGEONS OF LUCASFILM. MAY THE FORCE BE WITH YOU. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 03/14/2018 Category Mods K1R Compatible No  
  14. You're right. I even tested that a month ago. Grr, there are so many parts to this that every time I go over the options I forget one of the problems. That's part of why I haven't come to a decision yet. Well, that's not a favorable option, then.
  15. Well, I finished it! I've submitted the K1 version (just waiting for administrative oversight now) and I'll probably send the K2 version along later today. Getting it into the game is a bit more involved because of bad file naming practices. For future reference, I'll go over how I managed the blade. There are three key points that made it possible: The Darksaber must have two sets of saber blades. One is for the black core, the other for the white outline. Past attempts in other mods have utilized a blade texture with both the black and white on it - which by necessity loses the additive blending that makes the sabers glow - or a black mesh for the core - which won't animate properly. Adding more blades wasn't really an option before, but it was made possible thanks to new tools. For my Darksaber, I simply cloned all the saber blades and changed the texture. I noticed the blades on the game saber model w_lghtsbr_001 weren't quite right. Some of them were not saber objects, but rather plain old trimeshes. I believe that was causing some other blending problems. I resolved this by deleting the offending objects and putting proper saber objects (cloned one of the good ones) in their places. The dark blades must be at the bottom of the model hierarchy. This part is key. The white set of blades has an additive property, so the white gets added to whatever's rendered behind it. Normally that would mean the white would be drawn on top of the black, rather than the reverse that we want. Or since the two sets of blades occupy the same space, there would be other issues such as Z-fighting. Putting the dark blades lower in the hierarchy is a sort of exploit to avoid all those problems. Objects with this additive property will be occluded by any objects that were rendered more recently, rather than blending with them. It's actually not supposed to work this way, but it does. That means if the dark set of blades is lower in the model's hieraarchy, the game will render the white blades first, then the dark blades, and hey, the dark blades set is the more recent one, so it'll be rendered on top of the white. To ensure the hierarchy order is the way we want it, we have to link the blades to the model base in order - first the white set, then the dark set. If you load the model in MDLEdit, you should see the dark blade objects way at the bottom. They must be below the white ones for this to work. I hope that helps, hypothetical future people. No idea.
  16. Version 1.4

    4,352 downloads

    Summary This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber". Installation Extract files from the downloaded archive. Run Darksaber_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility Compatibility with other lightsaber mods not guaranteed. This mod uses lightsaber model variation 255. This mod patches the module kas_m25aa in order to place the Darksaber into the game. If you have any compatibility issues with other mods that edit this area, you can cheat the item into the game instead. The Darksaber item is "jc_darksaber". Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v NWNSSCOMP – Torlack, stoffe, & tk102 Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers WARNING: THERMODYNAMIC LAW VIOLATIONS WILL RESULT IN THE SUMMONING OF MAXWELL'S DEMON. TO BANISH IT, YOU WILL HAVE TO DEFEAT THE ORIGINAL CASTER AND DISMANTLE THE SUMMONING CIRCLE, HIDDEN IN THE DUNGEONS OF LUCASFILM. MAY THE FORCE BE WITH YOU. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  17. Here's my proof of concept:
  18. There were mods that attempted it in the past, but it was never really feasible as you suspected. However, that may have changed thanks to recent tool updates. The main problem before was that it was difficult to compile a lightsaber model - it could only be done in a specific, limited way or else the blending mode of the blade would break, making the game render it behind things instead of on top of things. So we were mostly limited to changing the hilt and nothing else. But that has changed. I've actually been thinking about making one. I haven't attempted it yet because I'm not a very good modeler and would need some practice before taking a shot at the hilt (the geometry isn't too complicated, but the texture mapping is a bit). But I do have a pretty good idea of how to make the blade. The way I'd do it is I'd keep the existing saber blades, using a silver texture, and I'd add another mesh that would be solid black (illumination values set to 0). The trick is getting that to animate properly, but I believe that is doable with the new tools.
  19. No, because then they'd need at least 10 model slots... so we'd run real quick. I was thinking they would be like Freedon Nadd's lightsaber, comes as is. Well, there's nothing stopping Bastila's lightsaber from being one of the few that can have any color, but there is a limit and some definitely couldn't. With 10 colors, there can be 24 hilts of any color, plus 15 hilts that are limited to one color (I'm assuming we will need more than 5 of these, so 15 slots are reserved rather than using that extra 10 for another hilt). With an extra variation for each color, for either unstable or Force attuned, we have 20 "colors" so those numbers drop to 12 hilts of any color and again 15 slots reserved for one-color models. With an extra variation for them all, that's 30 "colors", 8 hilts of any color, still 15 reserved. There's a bit of wiggle room, but that's the gist of it. 30 feels excessive to me, so I'm leaning towards the middle option. If you just want Bastila's in any color, but don't care about the different variations of that color, that's more doable. I suppose the question is whether it's important to be able to change her and other party members' saber colors. Well, how would you go about including Revan's saber? Would the first saber you make have a specific hilt, or would you have options? Would it be upgradeable? I think it would have to be, considering Zhar says as much... Would it have any bonus stats, or would it only be an aesthetic thing? Oh, it would just be like Malak's. Long blade, regular hilt though. Not like a lightsaber pike or something. Although I did think of having a lightsaber pike. There's another option with the longsaber I forgot to mention. It would be possible to add the longsaber without getting rid of the shortsaber, so long as the longsaber can't be upgraded. I've heard that new sabers also can't be used with Force Jump. Even if that's the case, I might prefer this option as the longsaber has a more exotic feel to it, and the lack of upgrades would probably help balance out its advantages over the standard saber. Well, I'll definitely put it in somehow, since we have two tentative votes for the longsaber. Also I remember a longsaber mod that did replace short sabers being fairly popular back in the olden days. That author was just bolder than I am. Heh, yeah, and it's certainly something I've grown out of wanting as a player. And as a modder too, even with what little modeling I've done in that area. It didn't take me long to realize that more detail in a texture could actually make it look worse. I've done textures with nicely detailed brushed metal and then I've done textures that are seriously just a grey gradient.
  20. View File JC's Sound Effects for K1 Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION BIOWARE BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 03/13/2018 Category Mods K1R Compatible No  
  21. Version 1.1

    3,424 downloads

    Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION BIOWARE BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  22. I'd be fine with that myself - personally, I would prefer: Custom hilts for notable sabers (e.g. Bastila's, Jolee's, Juhani's, the Korriban tomb ones... I think there was a thread dedicated to this topic a while back). These needn't be upgradeable, so they wouldn't be taking up dozens of model slots. Stylized sabers like the rancor tooth example, maybe an electrum one, stuff like that. Just a little variety. And with context - like this hilt style is good for this thing or you found this unique crafting material and made a hilt from it. There's a little story for where it came from in the game. A new hilt for each distinct type of lightsaber (double, short, long, curved, crossguard, whatever). That's just what I would look for as a player. Coincidentally, since I'm not a very good modeler then reducing the amount of required models sounds like a good idea. But historically, what people have expected in lightsaber mods is for every conceivable lightsaber hilt that has ever existed. And I can say right now that not only will my mod not deliver that, but it'll likely be incompatible with any mod that does. That's why I'm trying to figure out what, if anything, I could deliver that would be able to compete with that. It's good to hear at least two of you seem to think some of this is a good idea so far, anyway. You put a saber into a placeable and then use a computer terminal to disassemble it. It destroys any sabers in the placeable's inventory and then spawns in the corresponding part items, and adds them to your inventory. One script does all that automatically. To make a saber, you trigger the same computer terminal dialogue and you can choose what saber type to make and the color, based on what crystals you have in your inventory. I don't think it's too convenient, but one major downside is you have to take any upgrade items out of the saber before disassembling it, or else they'll be irrevocably destroyed. Unfortunately that can't be helped. In general, it plays the same as the initial saber creation in K2. That's with the current version of the K2 mod, anyway. The new content would require some additional steps for the new hilt and crystal types, but nothing too elaborate. Create a saber -> saber type -> hilt type -> crystal type -> color No more than 5 steps, by my estimate. Less if some of those steps can be consolidated for the standard types (i.e. there would be a "more..." option for the special builds, with the non-special builds reduced to the current three steps). I haven't gone over it in depth yet as I've been putting that off until all the components are finalized. Well... I don't see the point of short lightsabers. There's a bit more to it than just that, though. It's a bit technical, but I'll try to keep it in English. Every weapon type in the game has set of characteristics, such as the weapon size (whether you hold it with one or two hands, what penalties there are for the off hand), damage amount (in dice, naturally), damage type, critical threat range, and the critical threat multiplier. This is like a template that every weapon of that type has. The individual items can add additional stats, but for the most part you cannot change any of what I just listed unless you make a new item type. We are limited to three lightsaber types. Short lightsabers are of a different size (no penalties in the off hand) and they deal less damage (d6s instead of d8s in K1, d8s instead of d10s in K2). That's it. The rest is all the same. They aren't all that different from standard sabers, and you're meant to use it alongside one. What I've described for the longsaber certainly requires a new item type - the size is different (more so than short from standard), the damage amount is different, the critical stuff is different. It's certainly its own thing, a distinct style. One blade, but you have to use both hands. Different stats to reflect that. So if I were the BioWare design team circa 2002 and I was given these two options, I would say the longsaber has more of a point to it. The short saber doesn't offer a different type of gameplay. You get nothing from using it on its own. You can still dual wield with two standard lightsabers, and depending on your build you might be better off doing that. So what does it give you that makes it worth using up one of only three possible saber types? The longsaber definitely offers a different style - more raw damage, but less finesse and versatility. Add to that, we could still have short lightsabers in the game, in some form. On the other hand, this still isn't how I'd really like it. If I could design it from scratch, it would all be very different, but I'm limited by the game and its three weapon types. And I'm resistant to to changing one of them, even if it's one I don't like. So I keep going back and forth. But the idea only crossed my mind because of the three type limitation. I was trying to think of how to add lightsabers that would offer a different sort of gameplay, like the curved and dual-phase ones. So I came up with the longsaber (and the crossguard would also count as a longsaber, for the record) and realized that what I wanted would require a specific item type (if nothing else, to change the weapon size). Which would mean getting rid of one, short being the obvious choice. But I still don't know if I want to do it. Now, I did have an alternative idea. I had thought of changing the stats of the standard lightsaber to more closely resemble the longsaber idea - you have to use both hands, at least. And then changing the short lightsaber to more closely resemble the standard lightsaber, but maintaining the size of the short lightsaber (no off hand penalties). But that comes with other issues, for which I ended up rejecting it.
  23. It's time to dust off something from the old lapsed mods bin. Some of you might know of my Saber Workshop mod for K2. It adds a saber workshop to the Ebon Hawk and lets you mess about with lightsabers so you aren't stuck with unwanted randomly-generated ones. A while back - almost two years ago, according to my records - I was working on a version for K1. I let it lapse because couldn't make up my mind about some things. I'm making this topic so I can ramble on about that and so anyone who wants can tell me what to do, either for that or for an update to the K2 version. For the K1 version, here's what I know it should do: You can choose your lightsaber color when you first make your lightsaber. You don't have to pick the one that goes with your class. You can choose your lightsaber type when you first make your lightsaber, just as you can in K2. Five new lightsaber colors: cyan, orange, silver, viridian, and pink. In other words, all the colors available in K2. Plus pink. Because pink is rad. You can modify the color of the Heart of the Guardian and Mantle of the Force crystals, so you aren't stuck with a certain color because it has better stats. I haven't decided whether this would mean getting rid of the unique colors (they would respectively be replaced by orange and cyan) or if there would be a new version for each color. That's because each new color requires a new model and there's a limit of 255 total models. More on that problem later. You can change the lightsaber type, as you can in the K2 version of the saber workshop. Saber workshops can be found on Dantooine, Korriban, and on the Ebon Hawk. Most of this is already implemented. I was also thinking of adding new crystal types. Since K1 lacks the other upgrade types (energy cell, emitter matrix, lens) I was hoping to add more options through new crystals. These would be color crystals, like Heart of the Guardian and Mantle of the Force, that alter the saber's stats while still allowing for the placement of two power crystals. Although they would function as color crystals, they would be available in all the standard colors. I was working on four varieties: Unstable Crystal +1d6 electricity, -2 attack, -1 defense Glitchy blade effect like Kylo Ren's. I believe The Force Unleashed had them in a bunch of colors. This would add damage, but also have a penalty to attack and defense, as the blade is more difficult to control. I added it in red and I was considering the other colors - but again, the model limit comes into play. Still more on that later. Compressed Energy Crystal -1 damage, +2 attack, +1 defense, keen If I recall correctly, this one was also in The Force Unleashed. It gives the saber a narrower beam, which I intended to translate to a penalty to damage but a bonus to attack and defense, as well as the "keen" property that increases the critical threat range. However, I could find no way to reduce a weapon's damage without affecting all other weapons of the same type. There are ways around that, but I didn't like any of them. So I wasn't sure what to do. I could do it with one of the messier ways, or I could change the stats to something else. But there needed to be some negative to offset the bonus. Crystal Lens +1 energy, -2 attack, +2 blaster deflection This one was inspired by some of the lens upgrades in K2. This crystal gives the saber a wider beam but less wieldy beam, which makes it hurt more and helps with deflecting blasters, but comes with a penalty to attack. I was also thinking of adding more Force-attuned crystals like Heart of the Guardian and Mantle of the Force, though I never had any specific plans. I also toyed with changing the lightsaber types a bit. This was the key area where I kept going back and forth on what I wanted to do... I wanted to add the longsaber - like Malak's. This would function as a two-handed weapon, like a greatsword in RPGs. In order to do this, however, I would have to replace the short lightsaber. That's due to the way the upgrade system works; you can only have three types in there. The base stats would be: 3d8 energy, critical 20-20 x3. It would receive the same bonus from the Dueling feats as standard lightsabers. And it could receive all the usual crystal upgrades, and the new ones. I considered retaining the short lightsaber, while losing the ability to upgrade it. That means no upgrades of any kind - none of the usual ones from the game, none of the new ones either. To offset this shortcoming, the short lightsaber would grant the Master Two-Weapon Fighting feat. However, you would only be able to use it in your off hand. Because if that weren't the case the game would let you use the small one in your main hand and the big one in your off hand and give you the same bonus, and that wouldn't make sense. I was also working on adding some other types, such as the dual-phase lightsaber. Any new types would not be upgradeable, however. I also had more elaborate ideas for the long term and this is where that model limit I keep talking about comes into play. I'm not very good at 3D modeling, but I've been trying to learn, and I've thought about adding new hilts if I ever managed to make any decent ones. Maybe some modelers would be willing to donate models as well. I came up with a system for how I would implement them, given the limitations of the game's upgrade system. A lightsaber would be composed of five parts: crystal, hilt, energy cell, emitter matrix, and lens. Mechanically, in the standard game the crystal performs the role of both the crystal and the hilt in my system - in that whatever crystal you put into the saber determines what model it gets. That's the crux of the problem. The mod would add new hilt items. The workshop would let you put crystals into the hilts, or take them out, or whatever. In other words, you can change the hilt type and then proceed to upgrade it in the usual manner. Hilts could be found or made. For example, if you find a rancor tooth, perhaps you could make a rancor tooth hilt. The emitter matrix would determine the lightsaber type. There would be the standard type, which goes into all three upgradeable varieties. Then there would also be exotic ones such as dual-phase, crossguard, and curved. Depending on the models available, of course. Sabers made with exotic emitters could not be upgraded, due to the game limitations. This would possibly include the short lightsaber, if it were to be replaced by the longsaber in the upgrade system. The big issue here is that with 10 colors and up to 3 variations of those colors, 30 total, there can only be about 8 hilts per saber type. 12 hilts if one style is dropped, 24 if two. There's a little wiggle room but not much. I don't know what if any hilt models will be added with this mod, so I could just use all the space I want for colors, but then it wouldn't be compatible with any hilt mods. So the point of all this is I don't know what's the best idea, what someone using the mod would actually want. I'm looking for any general input, but more specifically: Do people feel strongly about the short lightsaber? Either way - retaining it or replacing it with something else? Is the longsaber worth adding? Even if it means getting rid of something else? Are the new color options worth having at the expense of hilt options, or should extra room for hilts be prioritized?
  24. Huh, that's strange. The date modified on that file was 2005. Unfortunately, that's the only one I have. I don't even know how I got it. It wasn't in the folder where I usually keep mod installers.
  25. Was this the one that was released as a single file called nih.mod? If so, I probably have it.