InSidious

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Everything posted by InSidious

  1. Sorry, no idea about the forum. I tried to build a couple once, using free online stuff, but I know nothing about how the innards work. Clearly the project is ill-fated and you should come back to KotOR modding. Your Script Shack needs you!
  2. No. The permissions for this section don't allow me to, and I can't edit the actual file upload, either.
  3. Back in the day? It was only three years ago, man... Welcome back.
  4. A second, slightly more useful screenshot of what I had been working on:
  5. Didn't oldflash include something like this in his "final touch" mod?
  6. Oh, I see. In that case, I agree. The coral thing was odd. I think it was meant to suggest organic technology. Mainly it suggested Spongebob was waiting somewhere further inside. Looks good! I take it you're not going to animate the room? 'Cause getting the bit at the top of the column to turn might be rather difficult, if getting the column moving wasn't problematic enough. Although, I suppose you could make the interior of the column into two placeables, one with a static texture, and the other with an animated texture showing the movement... but that might be getting a bit complicated, and probably wouldn't look that convincing. I guessed. Actually, as new Who goes, I thought it was OK. I thought the ending was a cop-out, but new Who seems to need to cop out of any hard decision it makes, and in fairly ridiculous manner. The main problem with it in some ways was that Hurt was too good, IMO. He showed up Tennant in particular as a rather weak actor with a very limited range, and Smith didn't come off too well, either. His character also showed up the extent of the gap between old and new Who, and how irreconcilable they are, IMO, which probably did the show no favours. Sounds cool. Might also be a bit more achievable. Oh, if you are considering doing other parts of the TARDIS, I take it you'll be modelling them after Journey to the Centre...? Whatever rooms were... in the Ebon Hawk? I don't quite understand, sorry. The sonic screwdriver is probably the most elegant solution, yes (unless you intend to model a separate Stattenheim remote control... ). As for spawning the TARDIS... yeah, it's not quite as simple as I had at first considered. It might be possible to drop a waypoint the first time the player enters a new area, though you'd need to alter the OnHeartbeat, of course (or every single OnEnter), and then spawn the TARDIS on the waypoint, and the player just in front (so maybe two waypoints?), but this is getting quite overcomplicated... Heh, thanks. Hopefully, it might encourage more modules to be made, if they don't require so much tying down to the game's plot... It's probably about time I unveiled my dastardly scheme entry for the mod-off:
  7. Ah, OK then. Heh, I wouldn't be so sure of that... there's good reason that most of my early mods are no longer available. Obi-Wan has taught you well. You have terrible taste in TV. It's by far the least awful of the New Who console rooms, agreed, though I'm not sure I agree with the the idea that it has references to the old console rooms (and I've never been a huge fan of the central column being attached to the ceiling - an unnecessary innovation of the TV movie...) Oh, and the round things are called roundels. If it's any help convincing you, it seems someone has already made the original console in Blender, and made it available for download, as well as having had a stab at the console room, though it appears they never completed that. The original rooms, beyond the console room, tended to shift about quite a bit, unfortunately. In reality, a result of not having the set permanently set up; the narrative reason given was... vague, but to do with the ability to change the internal configuration from the console. As to what to do with the TARDIS... why not have it like a pocket plane mod? You could use the console to move the player virtually anywhere in the game (though swapping the area to be moved to when the player opens the doors might be a bit trickier, particularly if you wanted to allow customisation). Other than that, a workbench, the zero room, and the cloister could all have potential uses for the player. I suppose the library could potentially be useful, too. Though if you decide to include the Zero Room, you might want to alter at least the colour scheme of the original. It hasn't dated too brilliantly: http://2.bp.blogspot.com/-OBUl-BZMlHs/UBb_dXwqKOI/AAAAAAAAAaE/uDTMiRD7Zo8/s1600/zero+room.jpg One other thought - it might be good to include a randomiser switch on the console, or some other kind of variant input, perhaps to encourage more standalone modules/adventures, which could slot in there. Anyway, just some thoughts/ideas.
  8. Really, really nice - though don't forget the glass in the windows. I actually tried my hand at this years and years ago, though I did a really lousy job, and misjudged the scale quite spectacularly: (This image is dated 24/06/2006, according to my computer - years and years wasn't an exaggeration. You can see why I never uploaded this pic before. ) Well, that can be sped up a little with block transfer computation, of course... If you're going to do an interior, there are only two contenders. The first is the original console room: And the secondary console room: Which was used for Season 14, for the run from The Masque of Mandragora through to The Robots of Death. For reasons of practicality, the secondary console room might be easier: the primary during the first six years of the programme tended to shapeshift as space allowed, although you could probably combine the console and contents with the rough layout shown from The Three Doctors on: So far as I can recall, at some point they added a pair of doors to this last one in the wall by the fault-locator and the scanner, on the right side as you look in from the doors, in the first shot. That was also the side used when they added interior doors to the original design, too, as I recall, for The Edge of Destruction (which is set entirely in the TARDIS, if you need to get an idea of the layout). ETA: A much fuller/longer exploration of the TARDIS interior is seen in The Invasion of Time (episodes 5 & 6), but I'm not sure I'd recommend trying to model that... More seriously, the Cloister is seen in Logopolis, and the zero room (and a lot) of corridors in Castrovalva, as well as a couple of bedrooms in various Davison stories.
  9. I can't guarantee I'll finish anything, but I'll sign up for this as well.
  10. NiuHaka's head reskins are nice (Wound in the Force and Dread Cyborg). Also good are DeadMan's vibrosword, quarterstaff, pikestaff and weapon sound mods. Stoffe's high-level force powers and combat arena mods, the Full Force Mod, Darth333's floating lightsabers, ChAiNz's multistim mod, Inyri's Mass Effect blasters and BryanWee's blaster models, oldflash's lightsaber replacement models, Jesse1066's hi-res footlocker reskin and hi-res muzzle flash, Drewton's released reskins (Revan, Nihilus, and HK47, if I recall correctly), Sharen Thrawn's Nar Shaddaa Skybox, are all good to have. Most of these are either on here or somewhere on KotORFiles. SithHolocron's graphical tweaks are nice too, and of course you should probably try out Quanon's new Malachor textures. I also ike Vanir's gameplay tweak, but it doesn't use TSLPatcher, so it requires some manual tweaking to get it to work with TSLRCM. I think mainly it's spells.2da that has to be edited. On my current playthrough I'm also trying out QDJ and VP's RandomSabers 6 pack, which is available on here.
  11. Yes, well, the rule had a greater relevance when the games were newer. Suffice to say that when the games had only recently come out, the chances of LA suing/threatening to sue/issuing cease and desist letters to people, or attempting to stamp modding of the games out altogether, was rather higher. Particularly given the touchy atmosphere around copyright and the internet at the time. And I wouldn't want to base my defence in court on the idea that other companies allow the practice, so it's OK. The ban, in short, was a simple way of ensuring maximum arse-coverage. Enforcing it, in and of itself, became a matter of erring on the side of caution. To the question at hand: I'm against altering the situation, mainly because it would be inconsistent, and seems rather pointless given how tiny the modding scene is now. It also seems like an unncecessary risk, however small, to change this now. Plus, even assuming you changed the policy here, that is no guarantee of changing the policy everywhere (e.g., Nexus, LF), and is more likely to cause confusion and partial boycotts, and all the usual internet drama. No, the worst that could happen by means of Cease and Desist letter would be that they sent out C&D letters demanding that all mod hosting sites stop doing so altogether, and then sending other C&Ds to anyone who has modded the games. If that seems unlikely... do you really want to bet on a large company seeing both sides of what they perceive as you infringing their copyright? In any case, so far as I can see, EULA enforcability seems to depend on context in the US. Other information was less easy to come across, and I'm not a lawyer, but I'm not in any rush to test it over here.
  12. It's the music for 805DRO, the M4-78 computer core. Certainly, that's what it was in the unrestored content. I think it's used at least partially there in the mod itself.
  13. Q, you know how enthusiastic I am for this mod. Great to see an update on it.
  14. Pretty sure they were discussing integrating both wikis at one point, though.
  15. Didn't wookieepedia start adding fanon in with the rest of the content a while ago?
  16. You'll need to find it in the Valley, when you land on Korriban. You could find this out by reading the completed quest entry and the readme I included with the mod.
  17. No, you don't need to change the names. I just made a typo in the readme.
  18. InSidious

    Requests

    Mind Trick for K1 can be downloaded here: http://www.geocities.ws/d333mods/force.html Or as part of the "All In One Force Powers Mod", here: http://www.lucasforums.com/showthread.php?t=135226
  19. You're too late, I'm afraid. If you installed now, you could still warp to the tomb, but it's way too late for the area to appear in the game. You'd need to start a new game, and be sure to do the planets in the order Onderon (I) - Dantooine - Onderon (II) - Korriban, in order to also complete the sidequest.
  20. File Name: Extreme Conditions Combat Robes File Submitter: InSidious File Submitted: 23 Mar 2014 File Category: Mods A.M.D.G. Extreme Conditions Combat Robes Description Defense bonus vs. Slashing 1 Damage Resistance Cold 10/- Damage Resistance Fire 10/- Blaster Bolt Deflection Increase +1 Designed for combat in extreme weather conditions, these robes are seen mostly in ue by Jedi in arctic and desert environments Members of the Jedi Order typically wear plain or unassuming garments. These robes can be bought at the Dock on Tatooine. Installation Double-click the "Install Extreme Conditions Combat Robes Mod" executable (.exe file), then just click the “Install mod” button and follow the on-screen instructions. Uninstallation To uninstall the mod from a fresh install, you will need to delete the following files: di_eccr_01.uti kas_twostore.utm PFBI56.tga PFBI56.txi PMBI56.tga PMBI56.txi ia_jedirobe_056.tga Incompatibilities This mod uses the TSLPatcher, and should be compatible with most other mods. However, you may experience compatibility issues with other mods that alter the file "kas_twostore.utm", or which use a file called "PMBI56.tga" or "PFBI56.tga". Click here to download this file