ChrisC26

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Everything posted by ChrisC26

  1. Glad to see this project getting resurrected. I haven't modded KotOR in so long and I've pretty much forgotten how so I'll be of no help there but if you ever need someone to voice a minor and inconsequential character, I might be down for that! haha
  2. Very interesting! Personally, I think the only things from the TSL engine/game that I'd like to see mechanic wise for use while playing KotOR is the higher level cap and the more in depth weapon customization/item crafting and I figured these two things wouldn't be possible to move over to K1 but IDK. I'm sure others could think of some other things. I guess it would be cool to have Force Enlightenment and have it work the way it works in K2 while playing K1. I'm sure people will grab the Force Crush animations and sounds and make a number of cool Force Power mods with it for K1. I'd really like to see people bring over the, IMO, much better Jedi robe designs that can be found in K2 and all the new armors and items in general which I'm guessing will be fairly easy at least in regards to the models and textures. Mainly I'm just throwing ideas out there. I'm so busy these days I probably won't get to enjoy or help with some of the awesome things the community is going to do.
  3. So porting is finally good to go? In my honest opinion, this is long overdue. I can't wait to see what awesome content the community can storm up. Maybe eventually we'll even be able to get most of the story from KotOR onto the TSL engine.
  4. ChrisC26

    Battlefront Turmoil

    I almost completely agree, however I would say this new 2017 Battlefront II is quite an improvement over the 2015 Battlefront and is very fun. The gameplay is smooth, it has great sound design, beautiful visuals, and decent action. In fact I would say the only major issue with 2017 Battlefront II is this whole micro-transaction bullpuckies. I think the silver lining here is to get Disney and LucasFilm to notice that the fanbase is NOT happy with EA and that they need to have a talk with them. EA may be hot Supercalifragilisticexpialidocious in the gaming industry, but LucasFilm with Disney's might, could end them if they wanted to. In my opinion, it would be poetic justice after all the developers EA has shut down. Admin: Your post has been censored. Your next profanity violation earns you a three month time out.
  5. I think I have a solution for you. Copy the entire contents of the "Knights of the Old Republic II" folder in "Steam\steamapps\common" and rename it something else like "VanillaSWKotOR2" or "TSLRCMSWKotOR2" whatever it is you want to designate it. Then whichever mod (or collection of mods) you want to play, simply rename the the folder they are in to "Knights of the Old Republic II" but just make sure no other folder is currently named as such.
  6. Link? Here is the link. Any recommendations on what pages to skip? I remember back in the day following the progress on the different big projects around LucasForums. Was so much younger then... lol
  7. ChrisC26

    Help to HK-47

    I just edited HK's .utc file to make him even more bad ass. And I edited the skill.2da file so that he would earn more feats overall.
  8. Awesome work DP! I'll hopefully be able to take a look at them this weekend in-game and I'll try to provide screenshots with different texture mods. I think I can almost speak for everyone when I thank you for taking up the request!
  9. Once again DP you have done some awesome work. I'll give it a try this weekend!
  10. You can still expand on it personally, just not release it without the author's blessing.
  11. First you'll need the KotORTool by Fred Tetra. It should be on this site somewhere. There is also a HK47 melee weapons mod out there that should already do most of what you want for KotOR. A quick google search will find the mod. I don't remember if there is a KotOR2 version. Using the KotORTool you'll need to edit the .UTC files for HK47. It should be p_hk47.utc for KotOR but I don't remember what it is for KotOR2. You'll be able to change many of HK's beginning attributes, skills, feats, etc editing that file alone, so play around with that until you've got HK exactly how you want him. To change his feats progression, you'll need to use the KotORTool to edit the feat.2da file. This will let you change how many feats per level up character classes get. Since HK is the only character using the combat droid class, you can give him whatever amount you want.
  12. ^^ Yah just be patient. This mod is a request to begin with. It takes a back seat to the other projects of DP and/or anyone else who takes it upon themselves to give this a shot.
  13. As I said earlier, my knowledge of how the models and animations for KotOR work is very limited but would it be possible to export the male model and adjust its size to match up to what the female model should be? The model would not have the womanly figure though that the vanilla one does if any. Then it would be matched to the correct male animations?
  14. Wow I am so happy than many of you took interest in the idea. That is some awesome work there DP! That last shot without the cape looks really good. These make the already bland vanilla robes look worse! Do you think once finished we will be able to simply use textures from say ZimmMaster's Jedi Revan Robes or say Svosh's Revan Redemption Robes? Or do you think there would be texture issues because those mods use the hooded + masked version? If not, I suppose one of us will just have to make some cool texture skins to go with. I feel like a freeloader, I can provide .uti files I suppose if we don't want to use the vanilla ones..... I think I remember how to use KotORTool for that.
  15. You could try applying the texture from Avol's Darth Vader mod to an item of your choice. I've done this in the past and it seemed to work although the textures and models were more naturally compatible than what you're requesting. I was able to do it just by renaming the texture I wanted to the texture name of the model I wanted the texture to replace. Obviously you would not be able to release it without permissions.
  16. Thanks to Sithspecter we have the great Revan flowing cape mod. I don't have any experience with the models and animations with the games but I was wondering if it would be possible to apply those animations to the version of the robes without the mask on. If possible would we then be able to remove the hood or model the hood in the down position so that the character's full head and hair can be seen and we can avoid the texture clipping? Then lastly make a few different colored variants with and without the cape. The classic black/red. The beige/brown. A brown/gold variant. A dark grey/black variant. Permissions would be needed from Sithspecter. In my opinion the "Darth Revan's Robes" and "Star Forge Robes" the vanilla game offers us has always paled in comparison to the more elegant design of the robe's caped version with the belt and all its extra additions. Thanks in advance to anyone who can help with this.
  17. Just wanted to add that if it was a vanilla light-saber hilt from Jedi Academy you're wanting, they are all pretty basic looking and probably possible to re-create from scratch compared to what some of the excellent modelers on here have done in the past.
  18. A reskin could make these some sick Jedi/Sith robe alternatives to that of Revan's armor, etc.
  19. Don't get too giddy over Abrams... TFA was good... but it was mostly a homage to A New Hope, intentionally and very well made but still a homage.
  20. I was recently thinking of the scene towards the end of KotOR where Revan has just finished his/her altercation with Bastila. He goes through to the next door where all the war-droid producing machines are. Revan walks through and until he gets to the next door, where once opened Malak is standing while choking two red-shirt Jedi Knights. He says some gibberish to Revan and then Revan just stands there and allows Malak to force lightning one Knight and throw his Lightsaber at the other.... all while Revan is what... 10 feet away? I was thinking this scene should happen when Revan opens the first door. You will see Malak at the other end of the corridor with the two Jedi Knights choking. You walk through first door and then a cutscene/dialogue scene plays. The door closes and Malak goes on with this dialogue as usual and then kills the two Knights in the same fashion. Revan is much farther away now and obviously not in a position to save the two Knights. You could even show Revan beginning to move forward as Malak kills the Knights with his saber ignited. Wouldn't really matter if Revan is lightside or darkside because he still wants to battle Malak. The last thing would be for Malak to wave his hand in order to activate the machines, it goes though the scene where all six (I think its six machines) activate and then attack Revan while Malak nonchalantly leaves. While we're discussing Malak and end game... I remember posting on LucasForums a while ago a slight difference to how Malak uses all the incubated Jedi Knights. Rather than using one at a time, Malak would absorb ALL of them at once giving himself a huge buff making the fight much more challenging. Revan walks up to Malak, same old dialogue takes place... fight ensues. Revan wins relatively quickly because well you're Mother****ing Revan. Dialogue ensues again and then Malak uses Force Drain/Death Field even a special variant of those two on all the incubated Knights if you wanna get fancy. Sorry for the choice of words but he essentially becomes supercharged. More health, more powerful force attacks, so on so forth. But obviously not to the point of impossible. Revan would still come on top because he/she is Mother****ing Revan. I've always felt the fight with Malak was too easy even with mods and even choosing to edit Malak's UTC myself. However these two requests are far beyond my peasantry skills of UTI/UTC/UTetc and 2da editing. I think this sort of reinforces that Malak is a ultimately a coward. He can't and never would be able to defeat Revan "fairly" in a one on one confrontation. Attacking Revan's flag ship... Running from him after the first part of the Leviathan fight.... Using the war droids.... and then of course the incubated Jedi Knights. I remember playing the game the first time and thinking that Bandon was a more worthwhile foe.
  21. You mean not all women looks like that?
  22. If you mean how to have both mods installed at the same time? You'll need to copy your entire SWKotOR2 folder and make sure the NEW .exe's redirect to the NEW folder.. Ideally keep the original install for Vanilly --> TSLRCM and any mods that are compatible. Rename the new folder whatever you want but as for mods... any story/character affecting mods won't work for Revenge of Revan unless they're literally FOR Revenge of Revan. You should have an easy time installing Force Power mods, mods that alter item/weapon/armor properties and such though. Just need to redirect to the new folder before installing.
  23. Looks good. Will the ship being the same exterior model as the Ebon Hawk? Both from the viewpoint of modding/skinning/etc and from the viewpoint of the in-game universe? Best of luck to you and the team. I hope you all enjoy the modding as much some of us enjoy hearing about!