Malkior

M478_Staff
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File Comments posted by Malkior

  1. Blasters Reloaded

       1,278    50

    2 minutes ago, DarthDarte said:

    That's the problem. I did start a new save, completely new character and when I tried to craft some field survival pistols for atton on peragus, I saw it still had the precise shot feats and such. This was after I dragged the said files from backup to override folder. I'm sure there was a way to get it to work without doing a fresh install, but it didn't seem that the backup files that were created were working as intended.

    That's genuinely frustrating to hear. TSLPatcher is "Supposed" to keep install files like those in the backup, but I guess it doesn't always work as intended. It's always been a bit out of my area of understanding, as the tool itself was invented several decades ago, and unfortunately as of now there is no alternative I know of.

    I do know that multiple subsequent installations (Hitting the executable and going through the process multiple times) will wipe the originally backed-up data, so it could be what happened, but honestly beyond that, I have no idea.

    • Like 1
  2. Blasters Reloaded

       1,278    50

    8 hours ago, DarthDarte said:


    BUG/ISSUE: by following the uninstallation process by just dragging backup files back into override still leaves craftable weapons with the feats and such. 

    Edit: Had to do a clean reinstall of entire game. 

    Yeah, when I wrote that I didn't realize items are save-baked. The TSLPatcher is kind of a all or nothing sort of affair, so using the backup files is literally the only way to undo its changes without just making a backup yourself. In the meantime, I will amend the description to hopefully prevent others from unexpectedly experiencing the same issue.

    In other words, you can't revert anything that UTI files have changed without restarting from a point in your game before you received those items. You don't have to reinstall your game files, but you definitely have to start from a new save. 

  3. Duros: Armed & Ready!

       899    11

    Wish I had seen this mod when it was released. This is brilliant!

    They look a bit odd with human proportions, but I still love the idea just the same.

     

    Is there any plan to make more Duros NPCs in other areas of Kotor or even Kotor 2? 

    • Thanks 1
  4. [TSL] eb's Holo-Overlays

       528    4

    On 3/5/2023 at 2:54 AM, ebmar said:

    Yeah, and--as you may well aware of too--in that case it should be directed to @DarthParametric especially for his `Fixed Hologram Models and Admiralty Redux for TSLRCM` mod. It fixes that part of the game, and without it most likely all attempt trying to retexture the [holo] overlays will end up unpleasantly.

    To be fair I played TSL only recently enough so I wasn't aboard the "x-ray faces and visible-eyeballs issues"-ship like it was couple years ago. But yeah, looking from playthrough footage on the net it looks pretty horrible.

     

    That's actually a very good point. Darth Parametric definitely has been instrumental in many other modding endeavors as well. It's amazing how much we've been able to accomplish thanks to his work and knowledge of the game's inner workings.

     

    The visible eyeball issue has been present in the game since it launched, and until the Fixed Holograms mod, it was just something I'd gotten used to as part of The Sith Lords gameplay. Those were dark times..

  5. [TSL] eb's Holo-Overlays

       528    4

    I'm so glad we never have to see those horrifying x-ray faces and visible eyeballs ever again! 

    This implementation is so well designed that it looks like it could have shipped with the game and the additional scanlines were a nice touch to make it stand out more.

     

    Out of morbid curiosity though, is there any way to add color to the holograms in a similar visual style to Kotor 1?

    I'm a huge fan of the Prequel era holos, but the way Bioware decided to do something different made the game feel more like it took place at a much earlier time and helped the game feel more unique at least in my opinion. If it's outside of your interests or scope, I can understand, but I figured I'd ask.

    • Thanks 1
  6. A Darker Peragus REDUX

       2,720    19

    4 minutes ago, Daemonjax said:

    Hey, that was my bad -- I very quickly edited my post after I made that, but I guess you got my post via an email notification.   

    My quick testing so far seems to indicate it works fine --  the tslpatcher seems to make the necessary modifications just fine and the warnings I got were erroneous (or tlspatcher being paranoid about the existance of the .mod files).

    Unless I come back and post otherwise, please assume THIS MOD WORKS FINE with Fixed Hologram Models and Admiralty Redux and latest K2 Community Patch. :D 

    Awesome. That is great to hear. 

    Yeah, I must have missed the edit, but it's good to know everything's working.

    • Like 1
  7. A Darker Peragus REDUX

       2,720    19

    Just now, Daemonjax said:

    Just a heads up... Not compatible with the following mods:

    K2 Community Patch

    Fixed Hologram Models and Admiralty Redux

    Alright. Thanks for the heads up. 

    I will look into both of those mods and try to parse what's interfering. Hopefully it's an easy enough fix.

    • Like 1
  8. M4-78 Enhancement Project

       63,208    59

    Your reasons weren't my problem. This was my problem. 

    7 hours ago, ZeldaTheSwordsman said:

    this version isn't worth anyone's time and you're better off downloading version 1.3 from Pa3PyX's website (you might have lag, but the mod's not broken). Or holding out for the by-now-unlikely event of a 1.6 release or someone else making a fix pack for this mess.

    Leaving a statement like this is dismissive and leaves no room for discussion.

    A patch could possibly be made in the near future. Things like that happen all of the time, we could even have a lengthy debate on the various issues that need to be addressed in a separate thread. If you had just said, "there are many issues with this version, so there should be a patch made in the near future" then there would be no harm done.

     

    However, this needs to be taken elsewhere. This page is for issues with the mod and I would like to abide by that, which is why I tried to move this to a PM.

  9. M4-78 Enhancement Project

       63,208    59

    4 minutes ago, ZeldaTheSwordsman said:

    1. If downvoting isn't a valid way of expressing discontent, then why the crap is it even allowed?

    Downvoting is fine. Disputing a change that was made a long time ago and having that reflect on the older mod page is not. 

    My implication was that you can just as easily vote your disagreements in a Profile Update or even the TSLRCM M478 EP Feedback page instead of the download page. If there are others who agree, then possible changes can be discussed without involving the download page. You could even list your litany of disagreements on its own dedicated blog for others to respond to. There are numerous other options you can choose.

     

    11 minutes ago, ZeldaTheSwordsman said:

    2. To respond to the edited version of your first post...

    You would think, but not in the initial "clear the radiation" quest (which is what I'm assuming is meant by "droid quest"). You get abruptly teleported from spot to spot at certain points in that, including getting suddenly warped to the Central Zone near the computer.

    A totally reasonable criticism. I too was not a fan of that decision, but it's simple enough to have a discussion of such things instead of taking it out on the mod page. (I also wasn't too fond of the teleport droid, but it was simple enough to ignore)

    38 minutes ago, ZeldaTheSwordsman said:

    3. Excuse you, but version 1.3 came out in 2017. "pre-TSLRCM build" my foot. It was just never hosted here because the modders never got around to making an installer of it for non-Steam versions.

     

    45 minutes ago, ZeldaTheSwordsman said:

    4. Allow me to quote a very important part of my first comment that you seem to have skipped over:

    There are multiple significant bugs with version 1.5, including some broken quests. Version 1.3 was put up on Pa3PyX's website and linked in the bug reports thread as a more stable alternative.

    Noted. Still suggesting that people go offsite because of a specific gripe you have with the mod doesn't help matters.

     

    We all have strong opinions about this of which is understandable. However, such disagreements can be easily debated elsewhere.

    This will be the end of my discussion on this page. If you want to talk further about this, there are numerous places in which we can do so.

    • Dark Side Points 1
  10. M4-78 Enhancement Project

       63,208    59

    37 minutes ago, ZeldaTheSwordsman said:

    Because I wasn't active on Deadlystream at the time 1.5 was released, and on top of that I didn't have a PC copy of TSL until June of this year. So I would not have been aware of this change or able to experience it firsthand at the time. And it's not like the announcement itself makes it clear what's going on; it just says "Fast travel in droid quest - no more running trough(sic) the planet multiple times". That doesn't give any indication whatsoever that certain dialogues will suddenly warp you - you'd have to watch a video or play the mod yourself to find that out.

    You can bet I would have complained back then had I been in a position to know about and experience it at the time, though. Because it's extremely jarring - no warning, no transition, just SUDDENLY LOADSCREEN and you're somewhere else. It took til the second instance for me to realize it was deliberate rather than some sort of warping glitch.

    So your solution is to downvote it then promote a pre-TSLRCM build because they did something that they had no idea you didn't like onto a thread last updated a year ago?

    Surely there are better ways to voice your discontent.

    There is a reason that Thread Necromancy is listed in the rules. If you keep bringing up old threads while the original posters are long gone and thus can't defend themselves, you paint their mod in a negative light and give new users an inaccurate impression.

    • Dark Side Points 1
  11. M4-78 Enhancement Project

       63,208    59

    1 hour ago, ZeldaTheSwordsman said:

    This was stupid and should go away. The so-called "fast travel" is actually being abruptly teleported during the droid quest by conversational triggers. Being abruptly yanked to elsewhere on the planet with no warning isn't a convenience, it's a disorienting disruption. What made you think that was a good idea?

    I have some other issues with the droid quest. One is that there really needs to be a cheat-sheet for what T3 is supposed to be saying, because having it presented as beeps in the text reduces it to blind flailing under the circumstances. The other is that it can be easy to lose the 4-digit part of the security code if you don't write it down, because if it getting scrolled out of your messages log. And you can't ask about the number of active droids a second time.

    Based on dodgy decisions like the teleportation, and everything in the bug reports, this version isn't worth anyone's time and you're better off downloading version 1.3 from Pa3PyX's website (you might have lag, but the mod's not broken). Or holding out for the by-now-unlikely event of a 1.6 release or someone else making a fix pack for this mess.

    If you didn't like it, why didn't you post your concerns back when the changes were announced?

    Your account was created in 2016, well before all of these changes were implemented. Also, correct me if I'm wrong, but the teleportation was optional based on when you talk to the Fast Travel droid. The only thing I can agree with is that the quest was awkwardly written, but to go out of your way to say that the earliest build from an alternate site is somehow better is frankly disingenuous.

    • Dark Side Points 1
  12. TSL Backdrop Improvements

       30,400    37

    2 hours ago, ZeldaTheSwordsman said:

    Fair enough.

    I just felt it was a jarring enough discontinuity to be worth pointing out. I still downloaded the pack since the others are lovely and the pack isn't all-or-nothing

    It's understandable as I too have a fair amount of focus on keeping things consistent. Unfortunately, even though I agree with your observations, I can't change things as quickly as I'd like since things I worked on back then are long gone or just in storage somewhere..

  13. TSL Backdrop Improvements

       30,400    37

    21 minutes ago, ZeldaTheSwordsman said:

    b218ace9b6ab811677ef14a45c4bb311-compari

    You certainly have added a lot of detail and no mistake, and it's very well-made. But it unfortunately has continuity issues compared to the pre-rendered footage of the Ravager seen when Darth Nihilus is introduced and when it attacks Telos. The most notable is that it doesn't seem to have the REEEALLY huge gash just aft midships with completely exposed rib members, which can be plainly seen on both the vanilla backdrop and the cutscene model:

    latest?cb=20070410023604&format=original

     

     

    I'll talk to Kex about it, but you do realize this mod was uploaded five years ago, right?

    Best case scenario, I can find my old texture file and Kexikus is cool with adding a small "update" with a new texture where I strictly adhere it to the video. Alternatively, I take the lower Res texture from the download and manually change it.

    Option A will take some time due to the fact that I have since changed computers and it's probably buried in my old Hard Drive.

    Option B might be lower overall quality, but it will at least be consistent. Asking Kex to change it might take some time anyway though.

  14. TSL Backdrop Improvements

       30,400    37

    2 hours ago, ZeldaTheSwordsman said:

    There's a lot of good work done here, these look awesome overall!

    But I'm sorry to say that from looking at the screenshots... the Telos backdrop where the Ravager is seen from a distance while you're on Citadel Station has problems. :( The Ravager isn't as damaged as it's supposed to be, and the damage it has doesn't match up to its appearance in the pre-rendered cutscenes (for example, where there should be a huge gash on the port side just aft of midship with exposed frame ribs visible... the Ravager in the new backdrop just has some comparatively minor chunks out of the outer hull). That seems an odd oversight given the goal of improving continuity.

    It does have exposed ribs, I just tried to keep it consistent with the original color scheme of the game so as to not stray too far from the Vanilla look. I didn't use the pre-rendered video where the Republic attacks the Ravager (Which in hindsight would probably have been a better choice), but there is a lot of detail that I painstakingly added including ribs, bits of framework torn apart from previous battles, and plenty of deep gashes with carbon scoring. 

  15. Juhani Appearance Overhaul

       22,206    20

    54 minutes ago, ZeldaTheSwordsman said:

    The thing is that Bioware doesn't seem to have been trying to take a middle direction in the first place - comparing to Juhani's concept art, which actually has more catlike nostrils as well as more evident markings, the "middle direction" seems to be an accident of poor execution; her nose is a human nose with a "cat nostrils" mark doodled on the underside of it and the skin texture shows signs that it was supposed to be fur but ends up just looking like bleached human skin with makeup (which most Juhani appearance mods don't really do much about). Given KotOR's big-time "Tales of the Jedi" roots Juhani is presumably an homage to Sylvar and Crado, so it would make sense to me that Bioware was trying to shoot for that look in the first place (and just messed it up).

    I personally don't mind the prominence of the ears and nose on the catlike Juhani skin, especially looking at illustrations of Sylvar.

    After reading some behind the scenes, I have no idea what Bioware was thinking with Juhani or why they chose to go with the final appearance. She was literally called "Bastila" until right before release.

    In any case, something that puts this mod a bit above the rest would be this line:

    "As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences:
    1.    An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character.
    2.    A head-only edition, which only includes Juhani's revamped head.
    3.    A body and lightsaber edition, which includes her new body model and lightsaber.
    4.    Finally, a head and lightsaber edition, which includes her new head model and lightsaber."

    This means with Option 3, you can have whatever head you prefer as well as all of the new additional features like the new body textures (Which I think look a whole lot more like Sylar) and the lightsaber. That makes this the one mod that allows you to faithfully recreate a properly Cathar Juhani if you so choose.

  16. Juhani Appearance Overhaul

       22,206    20

    3 hours ago, ZeldaTheSwordsman said:

    I couldn't disagree with you more. The catlike head mod is the only Juhani head to ACTUALLY look like a real Cathar (whereas the mod you linked still just looks like a human in makeup, and is thus in my book false advertising), and IMO looks far better to boot.

    If you're using Sylvar as a reference, yes that is true.

    See the source image

    However, I think a lot of people prefer the middle direction Bioware took which minimized the more animalistic features in favor of a more animalistic VO.

    Both versions are legit as it's more a matter of taste than accuracy. Frankly I wish that the mod author of Catlike Juhani had made the nose and ears blend in better with the face as they stick out too much, but that's just my own opinion.

    That said, regarding this mod, Juhani Appearance Overhaul, I like how it focuses on a more primal aesthetic for the robed version instead of whatever they were trying to do with the blue and orange suit in Vanilla. Regarding the head, the eyes are much smaller and aside from the obvious nose and ear changes, her face looks a lot more like Sylvar's.

     

  17. TSL Restored Content Mod

       310,730    113

    1 hour ago, Rob909x said:

    OP,  your description says "Program Files (x86)" folder is supposedly "64 bit" and "Program files" is "32 bit".   That is incorrect as in reality it's the other way around.  I.e.  (x86) means 32 bit.

    It means the default location for the install in a 64 bit system is the "(X86)" folder. That folder doesn't exist on 32 bit Operating systems since everything is X86, so the folder is just "C:\"


  18. 8 hours ago, Obi Wan Pere said:

    In my last Playthrough (summer '19) I used it with TSLRCM (v1.8.5) and M4-78 with no problems and I think it was tagged as compatible. Maybe @Malkior forgot update the compatibility tag when updated the page.

    In the changelog says that is the same version was already uploaded.

    Yeah. I either forgot to update the tag, or my last submission happened before the tag existed. It should be compatible with literally anything other than a mod that changes his specific MDL MDX path (Or replaces those files) -Tag fixed- 

    Please let me know if anyone has any more issues, or if they have compatibility problems.

    • Like 2
  19. Juhani Appearance Overhaul

       22,206    20

    2 hours ago, MaverickCouger said:

    But the person doesn't say if it's compatible with Kotor 1 or not. This is not said on the mod. It would be nice if this was said 

    It is only compatible with Kotor 1, since you can't get Juhani in your party in Kotor 2.

    • Like 1
    • Light Side Points 1
  20. Blasters Reloaded

       1,278    50

    13 minutes ago, Reshki said:

    No problem! Will keep an eye out. That being said I noticed Benoks blaster is named differently than the other weapons in the game. I thought I was trippin like how did I miss it, WELL because it's called benoksblaster.uti for some crazy reason. I noticed neither you or I made any changes to it. Prolly because it's file name is dumb lol

    I been busy remaking my own blaster balancing, focusing on making all NON upgradeable weapons more powerful and cheaper while raising the cost of FULLY upgradeable weapons but not raising their damage since upgrade investment will make them way more powerful than non upgradeable weapons. This makes (hopefully) previously worthless weapons useful or even needed. It never made sense EVER to use a Blaster Carbine, same damage as Blaster Rifle, less range, no upgrades, just sucks.

    Yeah, I made the Carbines more useful by giving them more heavy fire rate and higher tier feats on average since the rifles are basically either upgradable or more distance focused (Higher chance of adding Sniper Shot feats for instance)

     

    If it's cool, we can probably move this conversation to this page here 

     

    as I'm sure Tyvokka isn't keen on me having 3 pages of discussions on a mod page. :D