-
Content Count
1,552 -
Joined
-
Last visited
-
Days Won
46
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Malkior
-
I wouldn't necessarily call it a "problem". I'm not a huge fan of the Ubese helmets, and I also feel something that iconic would not be found on a secretive organization. What we have right now at least looks vague enough not to be traceable.
-
So let's say, hypothetically I created a Reshade plugin for Republic Commando that I'm still developing. Should I post it to my WIP topic, or should I just post it in the Other Games section?
-
Would it be possible to release a mod with just the 18 for now? I love the idea behind this mod as it also struck me as odd that the holocrons were exactly the same even though Atris collected them from across the galaxy.
-
The PDF that comes packaged with the TSLPatcher is great at explaining how to do it. Frankly so exhaustive that I understand like, 60% of it.
-
WOTOR has a few incompatibilities with some of the UTCs. For example, right before infiltrating the Star Forge a cutscene will completely freeze and you'll be left with a blackscreen unless you reload it, and that will be the frozen cutscene. To my recollection, this was caused by the Bastila UTCs (Any over 002, I think) specifically.
-
Oh No offense to the TSLRCM team, then..
-
Ah and to answer your question of which BGM I hate the most, it would have to be the Telos or Peragus battle music for how they're both overused and repetitive. Honorable-ish mention goes to the music played during Kreia visions since it always feels out of place and only plays for a few seconds yet is seemingly everywhere.
-
This is an awesome discovery! If we could add Planet-specific BGM,that would help differentiate the levels greatly. To my recollection, TSLPatcher is very capable of editing GIT files. However making them compatible with TSLRCM may be another matter entirely.
-
Here you go. Recolor with Bloom trimmed version 5-29.rar I guess the attachment got broken somehow. It's kind of ironic that at this point it may as well be uploaded like a mod, but most modding sites are oversaturated with ENB/Reshade presets so I'm not sure whether that is a good idea or not...
-
I can concede that point. So, then what military force would you count the various legions or troops you see in the third movie?
- 9 replies
-
- Special Forces
- Marines
-
(and 4 more)
Tagged with:
-
The Nulls also operated with a lot less government overwatch which is more like Delta Force, though.
- 9 replies
-
- Special Forces
- Marines
-
(and 4 more)
Tagged with:
-
So I learned a ridiculous deal about Antialiasing these past few days. Too bad it didn't fix my issues with Fallout NV..
-
Running ENBs with it. The game has aliasing anyway, but for some reason it's worse with ENB and no one seems to know why (They just compensate by operating their game at a stupidly high resolution/downsampling which kind of makes antialiasing irrelevant) I just want a solution not to cripple my system.
It's ironic too since ENB isn't really that performance intensive if you tweak it.
Of course this is just so I can have dynamic environmental shadows anyway,...
-
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Cool. I was thinking of adding slow or stun specifically to the Sith Sniper Rifle with a minor lowering of ranged defense throws ( To balance out its insane damage and critical potential, and since sniper rifles are generally unwieldy and it's hard to dodge incoming fire) The slow or stun would make it more of an interesting unique weapon IMO As far as the rest of the weapons, I added all of the rapid shot/power blast/sniper shot feats where they apply. So for the blaster rifles, most if not all have an improved rapid shot or improved power blast. Some benefit from Master versions of these feats if their description warrants it. The "shotgun" type weapons generally have Improved or Master Power Blast, and some have Improved Sniper Shot if they have scopes on them. Also, I looked through the scripts, and I don't know if there is an impact script. All I could find was k_hen_damage01 in the Kotortool. I'm fairly inexperienced with scripting, so I use just the Kotortool and even then I'm not great at actually *reading the scripts. However, if a knockback effect could be scripted, that'd be quite awesome. -
Oh I see. That was the installer version.. Well, I also found an article on their site of possible things you could do to troubleshoot including a link to get earlier versions. https://reshade.me/forum/troubleshooting/3293-common-issues-and-their-solutions
-
Version 1.2? That's strange as 3.1 is the most current and only version that you can download from the site. (At least last as far as I know) Also, only 3.0 and onward have the in-game interface. It's also possible that the 3.1 installer used the wrong binary file, which would be quite odd.
-
Okay, this might be a bit of a stretch, but mouse over the icon (hopefully you can use tooltips so this is possible) and read the "File Description:" It should be "crosire's Reshade post-processing injector for 64-bit" If it says "32-bit" I found some instructions to manually extract the 64-bit version from the Reshade forums.
-
Which Operating System are you using? I can see that you have Patchw32.dll, so I assume you're using a 32 bit OS?
-
I love how much wit you put into this character's dialogue. The line about doing the galaxy a favor by letting them kill you was priceless. (As a possible aside, it'd be funny if when Goto tells the Exile that Jedi and Sith are the same thing the PCs response could be something like, "Would you believe I've heard that before" in reference to hearing the GenoHaradan guy and Kreia say the exact same thing. ) Will you change the Ubese armor or is this a hint that the Ubese bounty hunters you see on Nar Shadaa will be replaced with the GenoHaradan? (So the Exile basically gets sold out to them instead) Also, do you know if the Zhugs were supposed to be something more, or were they basically the replacement for the GenoHaradan after they were cancelled? I dont hate the Zhugs per se, however I do agree that they were out of place in the game.
-
In order to stick to the vein of Battlefront 2 discussions that have just sprung up, here are a few mods that were just released that make the game look and feel much better. HarrisonFog's 2018 HD Graphics mod and Rezzed Maps http://www.moddb.com/mods/hd-graphics-mod It adds much higher resolution textures (hence why he calls it "rezzed") and his 2018 Graphics mod complements it by adding extra levels of detail and brightens the skies significantly. Currently he has released Hoth, Mustafar, Death Star Interior, Tatooine (Mos Eisley), Geonosis, Kamino, Coruscant, and Mygeeto The Graphics mod is a Reshade Preset, so it will work on every map in the game. Ultimate Sides Mod http://www.moddb.com/mods/ultimate-sides-mod First of all, this changes up some of the units so there are entirely new classes devoted to most existing classes and each complement eachother. For example, the engineer no longer has to carry all of the healthkits, that role is taken over by an actual Support class which has their own regen buff. With the new units come a bunch of new weapons and abilities. http://www.moddb.com/mods/ultimate-sides-mod/news/class-description A big reason I also like this mod the most is that it greatly improves the blaster bolt sprites and makes firefights quite cinematic in dark spaces as it also causes them to cast a lot of ambient light. If you want screenshots or videos of these mods ingame, there are a bunch on the Moddb site, and I frankly don't know if the authors would want me to repost them here. I figured I'd mention these mods since it seems like most mods for Battlefront 2 (Original) are from 5 to 10 years ago, and it's good to see some new and better stuff still being developed for it.
- 1 reply
-
- 4
-
I'm pretty sure it still is..
-
You, know, I completely forgot about the HKs.. (I guess Obsidian choosing exact duplicates of some guys you met on the first two planets wasn't the greatest choice for "memorable assassin squad") So, I guess that's kind of impossible to replace without removing a key part from the game. I guess I missed that part about the Geno. I had assumed based on Kotor 1 that they were just exclusive assassins and that in TSL they were hired by their leader to kill the Exile because He/She would be a challenge.. Yeah, a lot of my information was wrong so I guess the GenoHaradan will have to be mostly side quests just to keep things consistent with the actual TSL storyline.
-
I'm quite intrigued about the GenoHaradan Assassins. Would these basically be a replacement/callback for the sith assassins Malak sends after you in K1, like would they attack you randomly on each world? And, if so, would the Exchange be avoiding attacking you on Nar Shaddaa because the GenoHaradan are already after you rather than the Vanilla Bounty Hunter Code? Alternatively, were you planning to add Exchange Bounty Hunter encounters to the game to offset the GenoHaradan?
-
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Another year (Or two), another backlog of modding projects. I'm posting the progress on any mods I'm working on back here just to keep it in a central location. The current mod on the docket is the Kotor1 version of Blasters Reloaded. _updated_ I'm going to finish the first iteration, but for the next I was wondering what to do to better differentiate the weapon types. At the moment, there is little advantage to using a bowcaster versus just a heavy blaster and like the rest of the goal of this mod, I want to make weapon choice a more tactical decision rather than just which has more damage or criticals. I want these advantages and disadvantages to match their "real world" counterparts though, and at the moment the weapon effects Kotor has are somewhat troublesome to use in that it seems only Paralysis, Stun, and Poison are the only effects that actually do something impactful. The rest seem useless. For example, I've planned to use Pierce bonuses for Disruptors, but I'm getting information online that it's not even a real effect and is only left over from NWN. Additionally, the Electrical damage which I was going to use for Anti-Droid weapons seems to only be effective against some shields. I've also noticed that some of the effects such as Dexterity damage may be too overpowered and make the game too easy. Basically, I want to know any ideas of which bonuses will work best with the weapon types and which are pointless to use. My current list is as follows: Disruptor Weapons do bonuses to Piercing to simulate how they ignore any physical barriers and attack at the atomic level. Bowcasters have a Slow effect and bonus to bludgeoning to simulate how they knockback targets -I wanted to use a knockdown effect, but it turns out Kotor doesn't have one :*( Ion Weapons do bonus Electrical damage with possibly some sort of Stun to humans and massively increase damage against droids. Mandalorian Weapons have a Dexterity Damage effect to simulate the overwhelming force anything Mandalorians make have. So, I was wondering, which types of effects should these weapon types have in your opinions? For example, should Disruptor cause Stun and Bowcaster cause Slowdown? Should anything do Poison? _updated_ -
Hopefully this proves at least somewhat helpful.. I took a few photos of a pond I was landscaping IRL where the leaves sank to the bottom of the water and froze. I can attach them, if you want ideas/examples for textures.
-
Wow! I would never have figured this out on my own, it seems. Thank you so much for doing the extra research, guys. As far as a few extra holograms that stand out, the female Peragus Medical Officer is nearly the worst aside from Canderous (In the message T3 plays on the Ebon Hawk) and maybe Coorta. I haven't checked the Dock Officer yet, as I'm using the VP Tweak, but he might also be messed up. For such a prominent effect, there really aren't that many after Peragus..