JCarter426

M478_Staff
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Everything posted by JCarter426

  1. You're trying to modify an existing power, but to do so you have to compile the whole script for all the Force powers, with all its include scripts, and then if you do that it will be incompatible with any other mod that does the same. But you can pretend it's a new Force power, copy the code from the original script into a new one, and then change the impact script to run yours instead of the original generic one. That way the only game file you are editing is the 2DA and we have TSLPatcher for that.
  2. You don't need to use k_sp1_generic for Force powers, though. You could copy the appropriate code to a new script, provided that you edit the 2DA properly. It shouldn't affect any other Force powers, and will be better for compatibility.
  3. I think the texture rework would work, but I can't say for sure. I'll have to look through my files but there may be more swords than that. I think I remember more than two. EDIT: Here are all the files I have: https://www.mediafire.com/folder/dqr978zfr77c1/Weapon_Overhaul
  4. No, probably not. I only converted the K1 models by Toasty Fresh, who didn't want to bother doing it for K2.
  5. If those don't work, I believe I still have the original links that I sent to Toasty Fresh when I converted them for K2.
  6. It was Mira at one point, though. gbltestlip002 is with the original Mira actress, and there may be others hidden somewhere.
  7. I remember those videos from back when they were first released. Took quite a while to load them on 56K. The order of the demo was, I believe, the Ebon Hawk prologue, the Peragus mining tunnels, and as you can see in the videos the surface of Telos and the Tomb of Freedon Nadd. There was a story for the demo that connected it all, which made as much sense as was needed for the demo. It was written so the whole thing was set on Telos and its moon Peragus, though this was only for the demo; as they say in the videos, these were always intended to be different planets.
  8. Clearly none of you have played the 1999 classic Star Wars Episode I: The Gungan Frontier. But regarding the merging of planets, there actually is some merit here as the demo of the game had everything set on Telos, even though it utilized assets that would later end up on Peragus and Dxun. Although I'm not sure how much remains that would be usable in any way. Not many of the voice lines remain in the game files, and the demo Mira had a different actress anyway.
  9. I would point out that stoffe's tutorial was for K2, and is not entirely accurate for K1. K1 has far fewer booleans, and the notes about which are available in NWScript are incorrect, and I remember having trouble with local numerics as well.
  10. Mira is #7, so it would be like: void main() { SwitchPlayerCharacter(7): }
  11. No, it would be more like: void main() { int nNPC = 1; SwitchPlayerCharacter(nNPC); } I didn't want to upload an old version from years ago and I've been too lazy to update it to version 1.3. I meant to update it... almost exactly a year ago now. Before LF was down and I didn't have to link directly to MediaFire. I'm going to get to it in the near future, though!
  12. The function is: // 11: Switches the main character to a specified NPC // -1 specifies to switch back to the original PC int SwitchPlayerCharacter(int nNPC); It looks simple enough but there are a lot of eccentricities that can cause the game to crash, and I don't entirely remember what they are. If you want to look at some examples of it in use, it can be found in my Toolbox in the script jc_party.
  13. Nah, I think we've answered the question. TSLRCM's take on Bao-Dur's fate is that it's Varsity Puppet's problem.
  14. No, no, I'm still resisting the urge. And even if I weren't I'd like to see it with his commentary first anyway, rather than try to guess at what it was supposed to be from half-finished files. Already have too much of that problem going around.
  15. I remember we talked about a Selkath connection because all the assets were still there, and the kolto area was part of the mod from very early on, but I either didn't know about or didn't recall all the specifics. Interesting stuff. I have more I could reveal from my end but I may be saving it for something else.
  16. Every time Varsity Puppet uploads a video I have to resist the urge to say "GIVE ME YOUR FILES AND I WILL FINISH IT FOR YOU."
  17. Yes, but that doesn't mean I'm willing to do something about it yet. I already have too many projects...
  18. I'm with bead-v. I think a proper Malachor ending can be accomplished, but it requires some liberal thinking that isn't befitting the ethos of a pure restoration mod like TSLRCM or TSLRP before it - the "restore only what can be restored" philosophy. We need more restored than can be restored, and even in some cases I think a bit of cutting or moving might be in order. Essentially, one would have to be willing to look at the game and admit what is there does not work, and change it, without caring about how things could have been or should have been, what this bit of content implies, or what a developer said in an interview - without caring about anything except what will make the game work according to their personal vision. Frankly, we will never know how the game should have ended, and the best we're going to get is someone's personal vision. And then inevitably a lot of people will disagree with that vision. But I for one would respect the effort regardless.
  19. I'm not sure he was... what he describes sounds like that dialogue in part, but it also sounded like the context was different. Well, sure, they didn't have time to do it consistently. As you say there are contradictions all over the place. However, what makes me suspect there was at least some sort of plan amidst this madness is that there are several lines towards the end of the game with alternate takes - a pair with one line mentioning Malachor, and then the alternate that does not. For example, I remember one of Zez-Kai Ell's - "For you, the Mandalorian Wars was that crucible." / "For you, Malachor was that crucible." And Atris also has two scenes with the Sith holocrons, one with her saying she didn't tell the Exile about Malachor and then another with those lines cut, if she did. Stuff like that. Add to that I know there was another way to learn about Malachor that was cut - T3 unlocking the navicomputer - so it seems like a pattern to me. But we'll likely never know. I don't understand - what makes you so sure that Chris Avellone didn't know how the game was going to end? Just because the content is missing in the game files does not there was never one written. The story was there. It just wasn't finished. I wouldn't criticize the writing of a novel for failing to explain or conclude things if I knew the last five chapters were missing. You could argue that the ending had a higher priority and all that should've been completed before work was done on M4-78, the swoop racing, and so on. And Avellone has admitted to that as well. The game suffered due a combination of the rushed schedule and less than stellar planning. But I don't see how you would conclude that's a problem with the writing. And of course complicating the matter is that nothing is really directly explained, instead left open to your interpretation. But that's a matter of preference so I don't see any point in debating that particular issue. So instead, I'll address some of your complaints with my own interpretation. The destruction of Malachor created an echo, a sort of scream in the Force that was too painful for the Exile to bear, so he/she severed his/her own connection to the Force. Kreia wants to force that choice upon the entire galaxy. She would do this by creating another, even greater echo. I believe the destruction of Telos would have done the job, given how it is supposedly connected to everything in the game. But of course the Exile saves Telos, so this is averted. I also believe Kreia never intended for her plan to succeed - or to be more precise, her true plan was for the Exile to defeat her and become stronger for it. The Exile has lost his/her own personal connection to the Force, but is still able to use the Force of others through bonds. Kind of like a computer with a wireless receiver. We'll just have to agree to disagree there. The very premise of the story is that you can be cut off from the Force, and it's an idea that does not originate with Knights of the Old Republic II. But the game also makes it clear that the Exile is a very unusual case, regardless.
  20. Hey, one line is more than no lines, all I'm saying. I don't think it meets the standard for restoration material, but I do think there is enough content for a mod to be made. The lack of dialogue could be covered up by some sort of playing as Bao-Dur sequence, as with several of the other party members' sequences towards the end of the game. It's theoretically doable, I say. That doesn't mean I'd want to do it, though. Oh, that's interesting. You are the THIRD person I know of (including myself) to consider using those Bao-Dur lines in that specific manner. I still had it during Dantooine, but very similar. On that subject, though, I suspect the repetitive Malachor revelations were just to ensure the player learned about it at some point. There's some evidence in the dialogue of checks for if the player already knew about Malachor, so I assume the idea was different stuff would fire off depending on how the player learned about it - from Atris, from Bao-Dur, possibly from T3, and I know there was another that I don't believe made it into the game files, but Avellone described it in an interview - a scene on the Ebon Hawk with the Exile meditating and remembering stuff from all over the game, that I assume was the final cover if the player missed all others.
  21. Well, that's not entirely true. There was one line of dialogue related to Bao-Dur's fate posted on the original K2 website, which I have. It has music in the background but the VO could theoretically be isolated. Of course it's just one single line.
  22. And here is the specialer, YouTubier edition: There's a lot that we did not get to with this episode, about half of what recorded total, so that will all be in the next episode. I'll say right now that the other Deadly Stream news item was about Varsity Puppet's Malachor VI post-mortem, but because it was related to another segment that was cut it's been pushed to the next episode. So stay tuned on the not-radio. I got out of bed to post this so I may have just made up a few words.
  23. Yeah, but... it's ears we're talking about. Not the color of feathers or some such, but a whole sensory organ. Such a difference in evolution would not occur within the same species... bah. Well, anyway, as I said, the bump map is the only issue I can see. So maybe someone who was researching those could elaborate.
  24. It should be a simple enough job to smooth the neck out into more human proportions. I don't think you'd need to patch together different models. The problem with Twi'leks, though, is the bump mapping. The male Twi'lek models are some of the few that actually have it in the game, and the format isn't fully understood at this time. So I'm not sure if they could be reproduced. What really bothers me about Twi'leks, though, are the ears. Female Twi'leks have bumps, like frogs. Fair enough. But then males have ears. Why?