Malkior

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Everything posted by Malkior

  1. What about more primitive barrels like these? https://img0.etsystatic.com/000/0/5659264/il_fullxfull.326809366.jpg https://img1.etsystatic.com/002/1/5928148/il_570xN.352897383_81nj.jpg
  2. I have that project started, actually. The base coats are basically done, and next will be the fine-detail work and paneling. I also have some pretty cool references to get it looking as close to a proper freighter while trying to retain some semblance of the image of the Lethisk I found online. It would be neat to add bumpmaps, but I'm pretty sure the model I downloaded doesn't support them. I shall update you as I make progress..
  3. The base Rodian texture also governs the eyes. To fix the invisibility, you have to ensure your Appearance.2da has each rodian EnvMap set to CM_Baremetal. Aliens Redetailed is supposed to do this, already, but you can also manually edit the Appearance.2da with Kotortool.
  4. Thanks, Haveayap. I just checked. It does add a Master Power Blast, which could greatly unbalance the game, in theory, anyway. I might be able to create "compatibility files" to replace the UTIs, but at the moment I don't know how Marius Fett created a custom Feat specifically created for that mod.. I may need help to do it..
  5. Are you referring to Fake Fullscreen? (A program that makes the window scale to a full screen while still in Windowed Mode)
  6. Malkior

    Blasters Reloaded

    Glad you guys like it. I am currently working on the Kotor 1 version. Each weapon is slightly different than K2, and I will be considering the balance for the early game and each planet. If you have any suggestions or ideas for the weapon feats, I will see what I can do about implementing them.
  7. View File Blasters Reloaded =__- Blasters Reloaded: -_= Ranged Weapon Feats Overhaul for KotOR 2 By:Malkior Description: Many of my mods span back several years, but this one is a bit more recent. Essentially at its core, this is a realism mod focused on changing all of the blaster feats to be tied to each individual item rather than being learnable on the Level Up screen. This in turn means that you will need to purchase a blaster with the Rapid Fire, Power Blast, or Sniper Shot feat in order to use those abilities. -Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary. I designed this mod after noticing how in the later game, all blasters except for very specific ones become pointless as the Master versions of the blaster feats make up for any insufficiencies they have. From a realism perspective, this made no sense, as you can't "learn" how to fire any gun you find on full-auto; (or any other ranged feat spells) and from a practical perspective, it removed the need to use anything other than the gun you prefer for the entire playthrough, thus making purchasing weapons a futile affair. This mod is aimed to remedy that situation. Installation: I have designed this mod to use the TSLPatcher for the benefit of mod compatibility. To install, hit the "Install Mod" button to proceed with the TSLPatcher installation, ensuring there aren't any errors in the changelog. Uninstallation: To uninstall, copy-paste the .uti files and feat.2da in your Override folder with the files from the "Backup" folder that the TSLPatcher created (Should be inside the same folder as the installer .exe). NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes. Unfortunately, this is just the way the game files work. Compatibility: Please let me know if there are any mods that conflict with mine, and I will work to make them compatible. Permissions: Please inform me and credit me if you would like to add my mod to your own. Credits: This would not have been possible without the many people on DeadlyStream who have helped immeasurably including: LiliArch for coming up with the mod idea in the IRC chat; Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons; Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme; The rest of DS for their constant support and feedback; Fred Tetra for his Kotortool with which the UTI edits would have been much harder; Stoffe for the TSLPatcher; Bioware for making Kotor 1; Obsidian for making Kotor 2; Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all... Submitter Malkior Submitted 02/23/2017 Category Mods TSLRCM Compatible  
  8. Malkior

    Blasters Reloaded

    Version 1.0

    1,226 downloads

    =__- Blasters Reloaded: -_= Ranged Weapon Feats Overhaul for KotOR 2 By:Malkior Description: Many of my mods span back several years, but this one is a bit more recent. Essentially at its core, this is a realism mod focused on changing all of the blaster feats to be tied to each individual item rather than being learnable on the Level Up screen. This in turn means that you will need to purchase a blaster with the Rapid Fire, Power Blast, or Sniper Shot feat in order to use those abilities. -Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary. I designed this mod after noticing how in the later game, all blasters except for very specific ones become pointless as the Master versions of the blaster feats make up for any insufficiencies they have. From a realism perspective, this made no sense, as you can't "learn" how to fire any gun you find on full-auto; (or any other ranged feat spells) and from a practical perspective, it removed the need to use anything other than the gun you prefer for the entire playthrough, thus making purchasing weapons a futile affair. This mod is aimed to remedy that situation. Installation: I have designed this mod to use the TSLPatcher for the benefit of mod compatibility. To install, hit the "Install Mod" button to proceed with the TSLPatcher installation, ensuring there aren't any errors in the changelog. Uninstallation: To uninstall, copy-paste the .uti files and feat.2da in your Override folder with the files from the "Backup" folder that the TSLPatcher created (Should be inside the same folder as the installer .exe). NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes. Unfortunately, this is just the way the game files work. Compatibility: Please let me know if there are any mods that conflict with mine, and I will work to make them compatible. Permissions: Please inform me and credit me if you would like to add my mod to your own. Credits: This would not have been possible without the many people on DeadlyStream who have helped immeasurably including: LiliArch for coming up with the mod idea in the IRC chat; Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons; Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme; The rest of DS for their constant support and feedback; Fred Tetra for his Kotortool with which the UTI edits would have been much harder; Stoffe for the TSLPatcher; Bioware for making Kotor 1; Obsidian for making Kotor 2; Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...
  9. For what it's worth, I like the idea of giving Bao a better end but disagree on making T3 save the Ebon Hawk (again) as well as using Bao'arm as a sort of "chekov's gun" in that it both seems unrealistic in terms of Star Wars tech (servos can't fix interstellar components due to their size and physical structure), but also in terms of him dying for the sake of the plot rather than his clearly premeditated sacrifice (allegedly) from the original story.
  10. A cursory glance of the files in the download would say that since it has no TSLPatcher installation and uses several UTI/UTC (GFF) files, base scripts, and as well as many base 2da files, it is quite unlikely this would be compatible with TSLRCM in its current state. It seems to use many weapon and character GFFs, so it is also unlikely to be compatible with most mods in general unless it is installed first (and that they are TSLPatcher installed).
  11. First, I have to say your group did a wonderful job of explaining the events on the planet. With the addition of the Selkath connection, there is more context to the chaos that took place shortly before you arrive. Additionally, we get some perspective from the droids regarding their seemingly rash decision to flood the Environmental zone with radiation and kill everything organic. (I never understood the point of why the planet looked war-torn when all the droids were doing regarded building a large army) The Selkath connection also explains what the Selkath did after the events of Kotor, and further connects the two games (Kotor 2 mentions nothing about Manaan in the entire game, yet it has connections to Kasshyyk, Korriban, and Dantooine; with the latter two as playable levels) //I guess Tatooine is also completely missing from TSL, but maybe it could be added by some other mod to the list of suppliers for the Rodian merchant NarShadaa or as some sort of specialty items that connect them. //
  12. I never understood the purpose of that scene [Ravager crashing into Citadel]. I figured it was a Darkside option, but making Bao Dur force the decision regardless of whether the player saves the Citadel fits far more into the bleak and cynical narrative that Kotor 2 has. My only question would be why Bao Dur would have to crash it into the Citadel, plus, how would Carth have his conversation about how you saved it?... (I guess he just wouldn't..) //A minor rant I always felt that the ending scene with Carth and Bastila derail the overall mood of the Nihilis fight, and were just too brief to have enough of an impact on the endgame events and your reason for going to Malachor V. Like, I already talked to Carth and heard something about Revan; I have better things to do than chase Kreia or stop her from..hiding.. I assume, on a derelict planetiod. Would the player character not want to visit all of the planets they impacted and see the result of their choices, or at the very least, give them somewhere for some much needed R&R/ A cantina to be blackout drunk at before they discover Kreia's diabolical plan to destroy everything they hold dear? The pacing is all over the place in this game, but ending is the most hampered since it fails to be the climactic exchange of the very poignant debate of whether the Force itself is the greatest burden to the galaxy, or whether those wielding it are the only hope for that galaxy. You want to feel like you have some semblance of control before you have it ripped from you in the very linear ending or else that ending will have a much lessened impact. //Rant over That said, if we were to give the player some reason to go to Malachor, then using Bao Dur's death and concluding message about where the Sith are striking from would definitely fit.
  13. Yep. I once altered it to have the appropriate filter and changed its tone and bass to give it more "punch" in the hologram message, but then noticed it would suddenly play at random times while walking through the bridge. (which startled me on several occasions)
  14. I have used the 4 cd since 2004, and I can tell you I still hear that sound as an ambient effect. I have always assumed that this was intentional for the purpose of adding tension to the scene..
  15. So, if Shanilia was a Revanchist, do you think they knew Squink-I mean- Malak before he became a Sith Lord? Perhaps also lying low on Manaan to see how this whole "Jedi Civil War" nonsense plays out?
  16. The Gamorreans in the movies were also clearly people in rubber suits.
  17. I can do one of those things for the next update, but story-wise, mining lasers could instantly cauterize the wound (Which is why is specifically chose to use burnt flesh rather than bones and muscle for base textures) If he was hit by something that made him bleed, the results would be far messier than a mere hole in his torso and legs. It should be pretty simple to make it compatible with Kainzorus Prime's mod if I can get the model files, I believe. If you'd like to make a formal request, I still use my WIP thread to discuss upcoming or requested changes to my mods.
  18. You would have to get an editor to extract the models, as UPK files are the compressed Unreal Package files. http://me3explorer.wikia.com/wiki/Mod_Formats Also, I just found a tutorial for Mass Effect 2 hair, but it should translate to ME 1. http://www.facesofgaming.com/guide/show/id/1 Additionally, if the "hideous" nature of the faces you're referring to has to do with the textures, MEUITM [female version : http://www.nexusmods.com/masseffect/mods/19/?] [Male version: http://www.nexusmods.com/masseffect/mods/35/?] makes them look much better. To install these mods you will need me3 explorer http://www.nexusmods.com/masseffect3/mods/409/? Don't let the name fool you, it works across all 3 games.
  19. I love the simple elegance of the Imperial Star Destroyers, so it's only logical that one of my favorite designs are both impractical and frankly odd to look at, the Doomgiver used in the climax of Jedi Outcast. Next, it's a tough to say whether I like Slave I or the Nebulon B Frigate better, but I'd probably still go with Slave I for its sheer firepower.
  20. Personally, I like the idea of a higher level of Empire at War mods, but I think DeadlyStream is currently focused a bit more on Kotor mods. That said, I would welcome any site to create a proper modding atmosphere for EAW, as it's freakishly easy to edit XML files, and most of the textures and models would just have to be decompressed in order to use them.
  21. Or someone* could use a sound filter they happen to have to overlay on top of the Republic soldier soundset files..
  22. Malkior

    Door Endar Spire

    Pretty cool how the blaster hole through the keypad tells the story of how the door became non-operational.
  23. A lot of folks have been showing up here since the dissolution of Filefront and the blackout of Lucasforums. It is the current code which is supported and observed in its entirety by this community to give the right and permission of uploading mods to the maker/s of said mod. If they wrote in their mod or mod page to not upload it without their permission, then we have no right under any circumstance to do so out of respect for the mod holder. I realize that this is frightfully similar to the plight we face with copyright, but modders volunteer their time to create mods for our benefit, and the least we could do is honor that.
  24. In the recent past, online celebrities were Doxxed (had their other personal information distributed such as phone number and personal address), which in turn led to spam phone calls and in the worst cases, Swatting (had the local law enforcement sent to their home on a bogus life-threatening claim where they would literally kick their door down), and of course, general identity theft via the aforementioned "Doxxing". I'm not saying that it will happen to you, but it has happened in the past. Additionally, mods are technically in a moral grey area, and if individuals are making getting personal recognition from something they don't legally own the trademark to, then there could be litigious trouble.
  25. This is both awesome and confusing in equal measure! How do you find this stuff, VP? As an aside, I'd love to see/hear the Hoth battle theme (Can't remember its exact name, ATM) with Colonel Veers as the lead.