InSidious

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Everything posted by InSidious

  1. File Name: Mandalorian Battle Blades File Submitter: InSidious File Submitted: 18 Feb 2015 File Category: Mods Blades such as this one are the weapon of choice for Mandalorians. A warrior used to make his first battle blade after his first victory. Each one is unique in its construction, and it is very rare to find one that is not with it's owner - most great Mandalorians are buried with their blade. This mod adds two new weapons to the game, based on the bat'leths wielded by Klingons in Star Trek: The Next Generation etc. They are called Mandalorian Battle Blades. One can be found in a strongbox in Davik’s Estate on Taris and has +2 Attack Bonus and +2 Slashing damage. The other is Mandalore's Battle Blade, which can be found in the tomb of Tulak Hord on Korriban. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less. Click here to download this file
  2. Version 2.0

    561 downloads

    Blades such as this one are the weapon of choice for Mandalorians. A warrior used to make his first battle blade after his first victory. Each one is unique in its construction, and it is very rare to find one that is not with it's owner - most great Mandalorians are buried with their blade. This mod adds two new weapons to the game, based on the bat'leths wielded by Klingons in Star Trek: The Next Generation etc. They are called Mandalorian Battle Blades. One can be found in a strongbox in Davik’s Estate on Taris and has +2 Attack Bonus and +2 Slashing damage. The other is Mandalore's Battle Blade, which can be found in the tomb of Tulak Hord on Korriban. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less.
  3. View File Halo Energy Sword The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful. Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields. Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy. This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Nar Shaddaa, in a case at the back of one of the rooms in the flophouse. Submitter InSidious Submitted 02/13/2015 Category Mods TSLRCM Compatible  
  4. File Name: Halo Energy Sword File Submitter: InSidious File Submitted: 14 Feb 2015 File Category: Mods The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful. Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields. Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy. This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Taris, in the Garage Head's desk in the Black Vulkar Base. Click here to download this file
  5. Version 1.1

    498 downloads

    The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful. Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields. Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy. This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Nar Shaddaa, in a case at the back of one of the rooms in the flophouse.
  6. 576 downloads

    The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful. Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields. Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy. This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Taris, in the Garage Head's desk in the Black Vulkar Base.
  7. K1 Brotherhood of Shadow: Solomon's Revenge by Silveredge 9 ontent Pack 1 by TamerBill and UnknownJedi Weapons of the Old Republic by T7Nowhere Revan's Flowing Cape and Belt Fix by SithSpecter Ajunta Pall Unique Appearance 1.1 by Silveredge 9 TSL Onderon Museum Upgrade by Mono_Giganto TSL SWRPG Tweak by vanir Learning the Ways of the Force by Darth333 Multistim by ChAiNz.2da Coruscant Jedi Temple by deathdisco Wound in the Force head reskin by NiuHaka Kreia's Assorted Robe Pack by ChAiNz.2da High-Level Force Powers v2.0 by stoffe Full Force Mod Pack 1 by Team Hssiss Combat Simulation Arena v4.0 by stoffe Aside from some of the mods mentioned elsewhere in the thread, TSLRCM and K1RP aside (as well as a few of my own tweaks), these are the mods I prefer to play with.
  8. Thanks for uploading the v0.3 of my Gameplay Rework, SH!

    1. Sith Holocron

      Sith Holocron

      Please tell me work continues on both the Holocrons and Rhen Var!

    2. InSidious

      InSidious

      Holocrons are in final beta; Rhen Var has had progress, though I'm trying to complete other mods at the moment.

    3. InSidious

      InSidious

      Thanks again, SH!

  9. Well, it's a great idea. As to how do-able... unless there's a model for the shield effect, it's unlikely you can alter the shape of them. But replacing the textures should be no more complicated than making a new animated texture.
  10. Unfortunately, they appear to be pretty well cosmetic in K1. Not only are there no fx textures for rain/snow, creating your own doesn't appear to do much good. (I just tried it with a custom fx_snow texture, to no avail.)
  11. Oh, wow. It really is perfect for its job. As always, Q, just incredible.
  12. The fan-base may be large, but the modding community is not. Even the community of those who use mods (besides TSLRCM) is pretty small. Those of us who are left modding these games are, by and large, focussed on our own projects, which we're releasing to our own schedules, because real life takes priority. This reply will probably be a little curt. I'm sorry about that, but we've been getting blasé, yes-we-can posts of this sort since... probably about the middle of 2004, at a guess. And I do see an implicit rebuke to the modding community in this that we're somehow not pulling our weight, and that you know better than we do. Again, we've had quite a few of these posts in the past. We've even had a fair number of K3 projects - there seemed to be about one a month in 2007-8. Suffice to say that almost all of them petered out within a matter of about two months, at most. You say you're willing to put in the work; again, sorry to be that guy, but we've heard this before. Are you really willing to be the one who's up at 3:30am on a week night, looking for the reason a script function isn't firing? Or moving placeables two inches to the left, and recompiling the module agan to realise they're still out of place? Are you willing to be doing that two years in, and then messaging the rest of your team, most of whom are asleep, or at work? Are you willing to still be doing this a year and a half into the project and still be implementing the prologue, having lost half your team to boredom? Are you willing to put in 98% of the effort on a plot you may not like or agree with? Are you willing, in short, to face a long, uphill, depressing struggle, for which the actual, appreciable gain at the end of it, is five minutes of mediocre entertainment? Because if you have any doubt about that, I wouldn't even start. Whether you use KotOR/KotOR II as a base or not, it will take you a good while to even master the basics of doing this; I'd guess that really getting to grips with KotOR modding takes somewhere in the region of a year for most people. I wouldn't hazard a guess for how long it would take using a fresh engine and code-base. If you do it by modding KotOR, you have effectively no ability to affect gameplay features and no proper dev-kit, and a tiny pool of people who would be capable of helping you. If you do it with a fresh engine, you have no base collection of professionally-made resources to draw on, and you have to completely (re)construct features like the combat engine from scratch. This is before we get onto the business of plot, dialogue, and so on. Suffice to say most mods do not come close in this area to even the cheesiest of major titles. In many ways this would be the toughest part of all, since it is based in the least well understood and most variable criteria. If you want to have a go at modding, you're welcome to, and it's always good to see new faces. But trying to jump in with a total conversion immediately isn't going to do you much good - without experience, you're going to find the struggle that much harder, and no-one is going to believe you can pull it off. That's not to say it's impossible, but the probability of it happening is very, very low. We've seen innumerable sweepingly ambitious, top-down-planned projects come and go. To date, maybe four have actually been completed. And some of those were after a fair number of false starts. Sorry, but caution would be the pragmatic response were this the first time this idea was being suggested. At this point, pessimism about the idea is the most sensible recourse.
  13. .... Then another step toward iOS and Android releases?
  14. Excellent. A first step towards Steam, iOS and Android releases?
  15. Looks awesome as always, Q. Can't wait to see more.
  16. I wasn't aware the shader fix was in the RCM. Thanks. As for Crippling Strike, I may be misremembering and/or confusing it with the way this was restored in TSLRP, but I thought the major difference was that Achilles turned it into an active feat, which was activated like an active Force Power (e.g., Push).
  17. I meant K1R. I'm not aware of any other released K1 Restoration Projects. SammiDC's Dialogue Tile Fix is this.
  18. TSL play Override is about 1.4-1.5 GB. First TSL Test Override is c. 1 GB, Second TSL Test Override is c. 1.4 GB again. I can't quite remember what's installed at the moment, but it usually involves some or all of: -TSLRCM (obviously) -My Azgath's tomb, Darksword, Fork Short Lightsabers (well me and oldflash...), Holopanels, Concept Loading Screens, Hi-Res Beam Effects, Green Level-Up Icon, Thiner Health and Force Power Bars, Remote is Workbench and Lab Station, and Sonic Screwdriver mods -ChAiNz's Bao-Dur Charged Armour, Kreia Robes, and multi-stim - stoffe's Combat Simulation Arena and High-Level Force Powers - Darth333's Learning the Ways of the Force mod - DeadMan's Pikesabers, Quaterstaffs, Vibroswords and sounds, - deathdisco's Coruscant mod -Achilles' Crippling Strike -Khrizby's Darth Nihilus Animation Fix -JC's Toolbox -Full Force Mod by VP et al. -Kain's Hi-Res Peragus Cutscenes -Jedi Temple Expansion (HK-42)/Compatibility (Hassat) and Hi-Res skylines (Exiles007) -Boma Beast Teeth Fix, and Peragus Galaxy Map mod by Kain -Nihilus Lord of Hunger and Revan the Dark Lord by Drewton -Sith Holocron's Sith Holocron, Malachor V Lightning, and animated Galaxy Map retexes -SIC's TSL Remastered release -Xarwarz's Ebon Hawk 2011, and sometimes his planet reskins (though I don't think I'm using them currently) -Ebon Hawk HD Textures and Bao-Dur Shader Fix by Darth Shan -Mono Giganto's Flickering Lightsaber Blades and (sometimes) Onderon Museum mod -Jesse1066's Hi-Res Muzzle Flash and Hi-Res Footlocker -Realistic Nar Shaddaa Skybox by Sharon_Thrawn -Lightsaber hilt replacements by oldflash -Inyri's Katana and Mass Effect guns -Dread Cyborg, Wound in the Force, and Dark Harbinger Head textures by NiuHaka -One of the various 90SK robe/armour mods (either Loot and Immersion, or the Ultimate Appearance Upgrade, depending on what's most up to date) -SammiDC's Dialogue Tile Fix -BryanWee20's Heavy Repeater, Blaster Rifle and Blaster Packs -Ecce's HK47 Chassis retexture -Svosh's robe fix -Revan's Flowing Robes by Hunters Run -Random Sabers 6 Pack by VP and Qui-Don Jorn -Vanir's TSL SWRPG Tweak (when I can be bothered to make it compatible) -Visually Distinctive Weapon Types by Malkior -Bodies Stay by jonathan7 and SpaceAlex -Realistic Visual Effects by Shem I don't always use all of these, but it's a good cross-section of what I usually include. K1 play Override is currently about 1.1 GB. This usually includes:- -CarboCation's Endar Spire Dialogue Enhancement -Sith Stalker by Reapper, Shiftee, Uberblack and DeadMan -DeadMan's K1 Sounds and Vibroswords mods -90SK's K1 Robes mod -Brotherhood of Shadow and Ajunta Pall Unique Appearance by Silveredge -Recruitably Kay, Bryar Gun, Ryyk Blade, Shields, Male Head Pack,, Spice Dealer, and Mass Effect weapons by Inyri -Content Pack 1 by TamerBill and UnknownJedi -MedHypo by Rtas Vadum -svosh's HV88 -K1 Utility Armbands and Force Pack by Star Admiral -Quanon's Lightsabers, Temple, and Praetorian Mod -Sith Stalker by jonathan7, Qui-Gon Glenn, Dak Drexl, redrob, Marius, and VP -zbyl's new bik movies -HK47 and Malak reskins by Drewton -oldflash's Movie Style Replacement Hilts - Weapon Model Overhaul by ToastyFresh -RedHawke's ORD Mandell -Force Pike by T7, Achilles, and svosh -Revan's Flowing Cape and Belt by SithSpecter -Kill Yuka Laka by Darth333 -Jesse1066's Hi-Res Muzzle Flash -Glovemaster's Assortment of Force Powers -T7's Lightsaber 7 pack, WotOR, and Revan's Mask Plus -Kill Star Forge Jedi by Master Zionosis -Tomb of Jesset Dal'Kest by Darkkender -Operation Kill Bastila by Dark_lord_cheez -Agent Xim's Korriban Crystal Cave -K1RP - My Sonic Screwdriver, Hi-Res Beam Effects, Broken Bottle, Korriban Academy Workbench, Four Fore Powers, and Holocron Icon Replacement mods -Very occasionally, I use the All-In-One Force Power Mod by Darth333, Darth Khasei, Gameunlimited, tk102, Andargor, Beancounter and KnightFxr
  19. To open a .mdl file in 3ds or gmax you need (1) MDLOps, and (2) the NWMax plugin. (n.b.: I have linked to MDLOps 0.5 and NWMax 0.8; so far as I am aware these are the most recent stable versions for all purposes. There is a later version of MDLOps which is useful for some things, but not others. In general, 0.5 is better. With NWMax, I believe 0.8 supports KotOR models as well as 0.7, but I haven't used it, so YMMV.) First, you want to extract the relevant .mdl and .mdx from KotOR Tool, then open the .mdl with MDLOps, and select "read and write model". This will generate an ASCII version of the file (which will be marked by the addition of -ascii to the file name), which can then be imported into Max using the NWMax plugin. Any edit made then needs to be exported and recompiled using MDLOps again afterward to take effect. I found this a really useful guide. ETA: To export with animations, as I recall you'll want to use MDLOps v0.6a1, and check 'extract animations' when read/writing the model. Then when exporting the model again from Max, you'll want to select 'Export Model + Anims' rather than 'Export Geom Only'. On finding the relevant textures this can be a matter of trial and error, but you can set up KotOR Tool to automatically export ASCII model files, and to extract all relevant textures for a given model, too. If you double click the model name in KotOR Tool (e.g., PMBIM.mdl) a new dialogue should come up offering options to extract animations, convert skin to trimesh, export each model to its own directory, extract a number of consecutive models, and put each model in its own directory, as well as an export path selector. As I recall, this automatically exports the textures with the model.
  20. Neither seems to work. My guess is encoding.
  21. Yeah, it all looks good so far, though custom VOs don't work at the moment. I'm guessing there's a format issue. Also several people on LF are reporting the same crash during BoS on entering the mining facility. No idea what that's about though.
  22. Looks good, Q. As always, I'm looking forward to having this in my Override. Glad to see you're still working on stuff.
  23. K1RP, Rtas Vadum's MedHypo mod, and Inyri's 8 Male Heads mod all work(screenshots below). I've also installed: Silveredge's BoS:SR, Inyri's Recruitably Kay, T7's Revan's Mask Plus, Endar Spire Dialogue Enhancement, 90SK's K1 Robes mod, Silveredge's Ajunta Pall's unique apperance, JdNoa's alternate ending mod, my Korriban Academy Workbench, Agent Xim's Spynet Gear, Operation Kill Bastila by Dark_lord_cheez Knight of Alderaan beta by JediMaster76 SithSpecter's Revan's Cape fix, RedHawke's ORD Mandell, Darth333's Kill Yuka Laka, MasterZionosis' Kill Star Forge Jedi, The All In One Force Power Mod by Darth333, Darth Khasei, GameUnlimited, tk102 Andargor, Beancounter and KnightFxr, Content Pack 1 by TamerBill and UnknownJedi, My Jedi General Robe mod, My Four Force Powers mod, Star Admiral's K1 Force Pack v2, and Inyri's spice mod. On the whole I've avoided graphical mods since I'm running this on a phone, and space and RAM are limited. Of the ones I haven't taken screenshots of, 90SK's robes, ORD Mandell, AIOFPM, Four Force Powers, K1 Force Pack, Content Pack 1, and K1RP all seem to be running OK so far.
  24. Apologies for the poor quality pics. Just to demonstrate the Roleplay Padawan Mod working.