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Posts posted by Malkior
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14 hours ago, N-DReW25 said:I'm aware of such, I'm mostly referring to Disney canon to appeal to a modern audience that might be more familiar with the on-going TV Show rather than books from the mid 2000s.
Other than the callbacks to Disney canon in my promotional screenshots and posts here, very little Disney canon content from The Mandalorian will be taken into consideration for the actual mod... whereas Legends content will.
Fair enough.
Ironically, that naming scheme is one of those rare moments where both Disney and Legends content agrees. I do hope you at least retain the few things Disney decided to add unaltered from the old Expanded Universe such as those created during the Republic Commando and Open Seasons era as I consider those the strongest times for Mandalorian content.
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I'm definitely looking forward to the Mandalorian update! The faction had a lot of coverage in the game, but the original 3 or so variations were so visually limiting.
(BTW, as a minor aside, Beskar or "Beskar Gam" wasn't invented by Disney, but was an invention of Karen Traviss in her Republic Commando books and then backported into the Disney canon via Filoni. Humorously, her books had so many parts canonized that she should probably be credited at least partially with the show. )
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20 hours ago, biohazard said:Okay I have been all over the internet trying to track down the underwear remover mod and other nude mods. going to start playing KOTOR 1 and then move on to 2. all I have managed to find is some for the men on nexus mods but none for the females. I know they exist, I used to have one on my old computer, I just cannot seem to find them ANYWHERE! thanks for the help if anyone has a link send it my way! One I was trying to find was Sexy Female Companions Pack but only the abridged version is on this site and nothing is on Nexus. Tried using the wayback machine and couldn't find it there either.
This isn't the place to look for something like that.
Quote9. Obscene Material
You may not post obscene material. This includes text and/or images that are pornographic, or which incite or encourage violence or discriminatory behavior.And I'm pretty sure nude mods (Especially full nudes) fall under that specific definition.
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14 minutes ago, Sith Holocron said:Counterpoint: The conversation takes place on Manaan so isn't saying "on Manaan" putting a fine point on it when it clearly isn't needed? Just remove the words "on Manaan" from the quote and you have it made!
True, that could eliminate the problem altogether, yeah.
Regarding pronunciation though, the games themselves aren't even consistent with how they pronounce worlds like Taris or Nar Shadaa. (Nar Shadda, anyone?) so it could be a non issue.
However, if you're certain you absolutely want that specific version of the speech, you could try something like Mah-Non which I believe most computer voices can pronounce properly.
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I know it's been said that Nihilis and the Exile were designed to be mirror opposites of eachother, but I personally think it goes deeper to the point that Nihilis and the Exile had the exact same connectivity to their fellow soldiers and jedi. So, while the Exile dealt with the trauma of the Mass Shadow Generator by cutting themselves off, Nihilis used it to survive the detonation and possible exposure to the vacuum of space. The Exile is also the one answer to Nihilis' endless hunger as it is impossible to absorb something that is no longer there or more accurately something that has effectively become its antimatter. So if one subscribes to the Unifying Force theory, it had a hand in creating Nihilis, but also created the Exile to cancel him out. (also as an aside, it'd have been pretty awesome to see the Exile use a visual effect when they defeat Nihilis like an accretion disk from a Black Hole that envelops then annihliates him until his empty mask lands on the ground where he once stood)
I can understand why Kreia was so adamant about destroying the Force, but it makes me wonder if it might have found some way to stop her anyway. (Though I guess technically it does since the player can't actually agree to go through with her plan)
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Ebon Hawk Revival Reskin Project (Kotor 1)
Description: Ever since I first saw the blurry mess of a texture in the Kotor 2 prologue,
I've dreamt of a way to fix it.This project thus will consist of two stages,
this first release is for the Ebon Hawk you see in Kotor 1 with a full visual exterior overhaul.
Every panel is completely drawn by hand to ensure the model looks good from every angle with the ultimate goal of using this as the basis for finally fixing the Ebon Hawk during the T3 sequence in Kotor 2. The next step will be the fully battle damaged exterior piece with emphasis on making it finally look decent. I was also informed by a trusted source that the minigame model texture could greatly benefit from this treatment, so that's also in the works.Update 1.1
While working on the Kotor 2 version, I noticed there were a few areas that I could improve on with its Kotor 1 counterpart.
The panel work has received a massive overhaul to better match the Vanilla texture including far more detailed colors and a completely redesigned nacelle top.
I've also created a much better version of the engine trench (The metallic texture on the sides that denote exposed mechanical details) which I really felt needed the facelift.
Lastly, per a great suggestion by ConansHair, I've included some window textures to complement the exteriors with permission from Dark Hope's IGM.
This will hopefully be the last big update, but as I continue to work on the Kotor 2 and now the minigame model, I will continue to incorporate any improvements as I make them.
Installation: Inside of the zip file are twelve textures for the Ebon Hawk wherever it is landed as well as twelve window textures with TXIs. To install, simply drag these files into your Override folder, or if you don't happen to have one it must be created. (Default Steam Path is C:\\Program Files\Steam\SteamApps\Common\SWKOTOR)
Uninstallation: Take the textures and TXI files included in the ZIP file out of your Override
Permissions: Please let me know if you want to use these textures in one of your mods. I only ask you to credit me for the vast amount of work this ended up being
Credits:
This would have never seen the light of day without help from my friends on DS.
ConansHair for Beta testing and for continually awesome suggestions like incorporating EnvMaps
and adding features from other Vanilla Hawk textures which vastly improved the overall look.Sith Holocron for his helpful feedback and the use of his landing platform texture
Dark Hope for letting me use her cockpit textures which have greatly increased the visual style
of the windows and allowed me to customize them per planet.I would also like to thank Thor110 for letting me use his upscaled Ebon Hawk texture from his modder's resources which more or less also inspired this endeavor.
Kotor1 Saves by djh269 for help while testing (special shoutout for having Force Speed on by default
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Fred Tetra for Kotortool,
Adobe for their Photoshop, Bioware for creating Kotor,
and lastly George Lucas for being instrumental in creating this Star Wars universe I continue to enjoy.
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Submitted02/07/2023
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K1R CompatibleYes
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Yeah, that's my bad. I saw the pic of the same droid head and assumed.
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I've given this topic a bit more thought somewhat lately, and I think in the eyes of the internet, the most appropriate method to "clear the air" about a subject is to post a follow-up video with your updated perspective and how it has changed over the years.
A blog post is an adequate method, yes, but to get the most exposure and to provide a means to even allow the original video to stand on its own would be to contrast its view with your new one so that the public is aware that you feel the original was too harsh and perhaps that this wasn't your original intention.
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I'd say treat a mod trailer like a videogame teaser rather than a (now defunct) E3 trailer.
Show the best examples of what you've added and really use the opportunity to introduce the viewer to some of your characters or themes.
Don't hype the viewer up with amazing music and pre-rendered videos when the final product won't look or sound anything like either.
Don't show how you wish the mod will look, just show what it actually is.
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Jedi Outcast remains one of my favorite games. I will definitely check this out.
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8 hours ago, PirateofRohan said:Hmm.. I think that the crest added some much needed color contrast to the suit. (The bright red looked good with the rest of the colors) However, I agree that the way it was added in Vanilla was completely wrong. Perhaps adding some bright reds into the arms, or adding some of the browns into the chest just to give some color variety so it looks less dark?
8 hours ago, PirateofRohan said:Exar Kun with golden belt (Note: the female variant's belt buckle swoops downwards slightly, which is just the way the texture is designed. I have however managed to give the belt the same transparent/metallic shine as the male variant. No screengrabs of that just yet though.)
I know this might sound odd, but the bright yellow seemed to look better. especially when put alongside that green.
One way I think to solve issues you're having with the pauldrons would simply be to darken the arms (or at least the whitish stripe down the arms) so that the viewer's eye immediately goes to the pauldrons first.
That's just my opinion, of course. They are starting to look a lot better than Vanilla, which in my mind is always a plus.
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Which one is Ulic, and which is Exar Kun's?
I think this one
would be a good look for Ulic's almost solely because those large grey shoulders look a lot like those oversized pauldrons that Ulic wore when he went darkside in the comics.
This along with the red sleeves would look quite reminiscent of his look I think.
For Exar Kun, I think this
would be decent with a lot less red and more greys with the same dark pauldrons. In every adaptation, he seems to have black, gold, and dark magenta.
You'd just need to change the yellow to either black or perhaps add some green in (If the green doesn't look atrocious, of course).
As for Cassus Fett, I have no idea why they chose to color him blue when in every single other visual, he wears bright yellow/gold..
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1 hour ago, Neville said:When I save, the game will not load.
Alright. Well, in any case, I don't know beyond that what is causing your issue. Deleting the offending UTCs fixed it for me, but since you're using a custom UTC for your mod to function, you can't exactly do that.
You may need to seek out experts on your particular issue.. (That is, the blackscreen when going past the Leviathan cutscene).
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3 hours ago, Neville said:I had to change tags, modify script, and remove some script to test Sarna. I found another problem. I am attempting to fix other problems, but the cutscene of Bastila being tortured by Darth Malak played when you set the Ebon Hawk to go to the Star Forge will not play. I get a black screen with a cursor, and nothing responds. I think this could be due to my intent of having Sarna as a soldier to help after Bastila is captured aboard the Leviathan. Is there a way to fix this?
I had this issue when my Bastila UTC was conflicting with another one. Try saving when you get to the black screen and then loading to see what's breaking the cutscene.
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On 6/20/2021 at 12:04 PM, Neville said:I have MDLOPS 0.6, GMax 1.2, and NWMax 0.7. I was trying to modify the Sith Commando helmet. I managed to import it, pull it from the full-body armor, apply a Republic texture, and I have been trying to remove the full-face visor. I hoped to remove more of the front and integrate a retextured version of the Verpine Headband. I planned to attach the model to the head model of a character, but whenever I try to export textured models with GMax, I get an error message about "Skin Detected". NWMax states "Unable to execute mass export", and changing name of the Aurora Base causes problems. What I was asking for was a model of the War Droid. I thought I might be able to modify the head to create a helmet, but I got an error message "unable to convert: undefined to type: float". I have used Blender 2.65, but I have never applied textures to a model in Blender. SithSpecter told me Blender would not support game models.
I think there was a post saying that Kotormax is the new version of Nwmax. It might have what you need. https://deadlystream.com/files/file/1151-kotormax/
Alternatively, I haven't had any problems with KotorBlender importing game models, but if they don't work for you, you might be able to get answers from their mod tool page. Having a Blender model transfer tool being unable to import game models into Blender makes no sense..
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47 minutes ago, Neville said:Can someone help create the helmet? I cannot import the War Droid model, and I am having difficulty modifying the Sith Commando helmet. Also, I really hoped someone would be able to retexture the Sith uniform.
That's a tall order. Why not start with what tool you're using to import and why it's failing. There is a usable fork for KotorBlender which now works with the newest version of Blender https://deadlystream.com/files/file/1853-kotorblender-for-blender-28/ have you tried that?
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I see. I just looked up both of those upscaling techniques, and it might be easier to vary which is used on which type. For example, ESERGAN was trained to use Manga images (Which probably explains the oil painting results)
Metal is notoriously difficult if the basic texture doesn't have enough detail, since the algorithms tend to soften out contrast and metal requires high contrast to look right.
For that example you showed on the second to last photo, the contrast and detail could be remade in Photoshop with a combination of layer effects and gray overlays for the metal edges.
However, I understand that this would interfere with how quickly you accomplish these, so hopefully there's just an AI algorithm out there that can handle metal rather than adjusting them by hand. If not, at the very least your work on smaller things like switches and more natural decorations like the Kashyyk greenery will be able to be upscaled.
Otherwise, one technique that I've learned which works pretty well for metal is in Photoshop. Filter - Diffuse (Set to Anisotropic)
This is a result from the Player Armor in Kotor 2.
It's quite useful to maintain contrast while getting rid of the visual noise found in lower resolution textures.
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Which upscale program are you using? I know some of them come with tweakable features, and while they generally sharpen fine details quite well, the algorithm will sometimes guess a little too much on what gradients look like and you're left with that oil painting look.
You could also open the before and after in Photoshop and remove the strange patterning by using a mask layer. (Gimp also has similar features, but I'm not as familiar with it)
Always good to see Republic Commando getting a fresh coat of paint, though.
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17 hours ago, Obi Wan Pere said:No more lessons, "master"?
There is a large difference between teach and simply show knowledge, especially when condescension wins over good manners.
Maybe someone unable to teach is not worthy to be called "master"
If you're going to be a "Student" I'd suggest not aggravating and insulting someone who owes you nothing and was trying to help.
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I was concerned there was some sort of Phishing related reason. Strange that it brings up something like this now of all times.
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It will require a new model. I've gotten decent results, but they pale in comparison to just rebuilding it from scratch.
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3 hours ago, MaverickCouger said:ok. But that is not what I meant to say. I meant to ask is your mod compatible with Kotor 1. because it doesn't say this at all. This is what I was wondering hear
Juhani is only in Kotor 1, so yes it has to be compatible.
There are two sections in the Downloads, one for Kotor 1 and one for TSL (Kotor 2). Since this mod is in the Kotor 1 section, it is compatible.
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21 hours ago, MaverickCouger said:So I got a huge question for you. Why does this mod say its not compatible with KotOR1? It's a great mod.
K1R is different from Kotor. Short for Kotor 1 Restored, it changes so many things that some mods can't be played alongside it.
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Nexus Mods and Vortex use a totally different game structure (Basically anything Bethesda built), so you'll still be downloading them manually. I don't even know if Vortex can run Kotor nor would I advise trying, since it uses a totally different engine and loading process.
If you downloaded 7Zip and installed it, you should be able to Right-Click the zipped file (Rar or Zip, it doesn't matter) and then "Extract here". You could also use "Extract to [name of the file]" which will create a new folder for the download to be in, but it isn't strictly necessary. (Your folders will look pretty messy though)
Please note that TSLPatcher is not designed nor is it advisable to run it from inside of a zipped folder. You will want to extract it before continuing past this step.
TSLPatcher is a utility that runs like any other EXE; you double click it and follow the on-screen instructions and then select the folder your game is installed in. This varies, but for me it is installed in my C : Drive under Lucas Games and then "SWKOTOR2". Bear in mind that TSLPatcher changes the main files inside of the Modules folder and other main files, so it's always good to use the Backup folder created beside the TSLPatchData folder if anything goes wrong.
For "loose" files such as textures and some UTCs (Always follow the instructions on the Readme to prevent installing things in the wrong place), you can extract the files and then move them to your Override folder which is basically a special folder that overwrites the game files with whatever is in it. There are also some mods that require you to move the files to other locations like "StreamMusic" or "Movies", but they are generally rare and as long as you follow the instructions in the Readme, you should be fine.
If you have any issues, then we will see if we can figure them out.
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The Return of.. Revenge of Revan
in Revenge of Revan
Posted
Your cynicism and statements are perfectly reasonable, but your action went too far.
Many mods don't get done on time because the author loses interest or simply has inadequate resources to make it a reality yes; but stating with no evidence that the project is "dead" only serves to spread misinformation, especially when the author has gone on the record several times that they are still working on it.