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Everything posted by Malkior
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There are a few parts that simply haven't been touched as a consistent product, like the PC faces and NPC textures. There are roughly hundreds of models and textures that would have to be altered to make that work (And few significant changes from the Vanilla style, since most mods use the Vanilla assets as a basis) There are a few Overhauls that I daresay have reached the level of HD, such as Jorak's module retextures ,Toastfresh/SithSpecter's weapon remodels, xander2077's masks, and possibly Nomnisang's high res icons; which at least address some parts. (I know I've likely missed a lot of people's projects that are all aimed at reaching this goal, (myself included), though many are still in progress.. Frankly, we have an entire forum dedicated to things like this....) Additionally, shaders and visual effects are still running off of the old engine, so in order to overhaul them, one would have to gain access to their file structure. So, yeah,other than a few things, the only thing we would really need to do is work together to consolidate our finished projects if we wanted an all over "HD Overhaul", I think.
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Or Washington?
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Sith Lords LP Beginning In Two Weeks
Malkior replied to GrandmasterArcturus's topic in Knights of the Old Republic General
I vote for Galloran Walker to keep things interesting. Right... Personally, I'm not sure how it would go, but I think a female playthrough could be more out of the ordinary, since a few notable things change, like Atton's reactions and Sion's dialogue. For the face, I vote 8 -
I'm pleased to have seen a page on there for the Reshade project that seems to be updated and with some impressive screenshots to match. I've always said the worst problem with TSL's visuals is the lighting, and hopefully with this, we could be able to fix it.
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Blog #36 - Sith Holocron Moves
Malkior commented on Sith Holocron's blog entry in Sith Holocron's Blog
Hope you have a pleasant and safe time getting adjusted to the new locales. You have always been quite the pillar of this online community, and hope to see you back soon. If you need anything, feel free to ask. -
That seemed a bit.. harsh. I get that you feel your mod is appropriate and fixes a problem on the original designer/s part, but a simple "no, I considered that possibility" would likely have sufficed.
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I agree that Nar Shadaa wouldn't match the same atmosphere as Onderon, but it could still use some improvement. For example, each table seems to have only two NPCs, which to me feels like the level designers just added placeables that happen[i/] to have people at them. Even if the cantina is isolationist, I would imagine you could have four or five aliens standing around a [dejaarik] table to give that " dive bar" feeling. Plus, as a place gets bleaker, the more people stick together; both for camaraderie and to look for a way to take advantage of the others. I do agree that there would be very few walking or standing around as on Onderon. My take would be clustered groups on the more lively tables.
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I am very interested in how they treat Thrawn, since most of those scenes are pulled right out of Outbound Flight (the ships swarming en masse) and Heir to the Empire series (The artwork in a collection and Ysalimari) Not sure on how I feel about his semi-raspy tone, but then again, Chiss had a rather unique language, so who knows how they'd sound.. He sounds too much like the emperor, still, though.. The story looks unique to say the least. Hoping that they treat Wedge with the appropriate respect and a decent nod to his backstory. The weird heavily personal shift for the main characters is also for me at least a good change of pace, since it seems only natural after what happened before the end (and best parts in my opinion) of Season 1. However, it would be nice if Tarkin or Vader had a more active role, but since they're rewriting the canon (Thrawn was only barely captured and had no significant victories or a command before the Battle of Yavin in the "Legends" canon), it's at least nice to see some scenes from the books come to life.
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I have an account, and I can assure you that I get a download limit after about 50 in a day. It's on basically every website, and is in place to prevent the poor servers from getting overburdened, if I recall correctly.
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No worries. It is unusual that such an old topic would show up in the recent list, but I've had similar things happen on other forums..
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- Kreia
- lightsaber
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No need to necromance the thread. 1.8.4 was the current at that time.. :| That is, unless you're reporting a similar "bug", in which case, you'll need to make your own full bug report. (though I think the point of the thread in the first place was that Kreia never gets a "Kreia's Saber" in Vanilla or any version of TSLRCM)
- 7 replies
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- Kreia
- lightsaber
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Welcome to the DeadlyStream, MidichlorianCell. When you get your new computer, might I suggest you check out this graphic tweak guide http://deadlystream.com/forum/topic/1545-nvidia-gfx-guide , since most new GPUs don't natively run Kotor; and it could help with performance as well.
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Makes sense to me. You wouldn't even need to include the fighter battles since the six cannons on it would decimate any fighters that dare approach. I would really want to see how much different the battle at the Star Forge would have gone as well... Also, instead of one stowaway, you could have an entire small colony; and I dare wonder how many gizka you'd have...
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Confirmed. I have a copy here, and it uses UTC files and doesn't use the TSLPatcher. So, it probably isn't compatible.
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So, this addresses a few things TSLRCM fixes, but also adds a few things like, NPCs and story options? Also, if a mod edits modules (Which I'm pretty sure "adding" creatures or NPCs requires you to do), then it is most likely incompatible with any other mods that do the same. Since TSLRCM basically changes every module, I would think it is in fact not compatible with these changes. However, I'm curious: what does adding the ability to turn off the force-field do to the gameplay on the Telos Academy? Was it a bug in Vanilla, or is this an extra option that was originally not available? Additionally, I like your feature of making the TSF patrol more than just the Entertainment Module. No idea if this was already covered in other mods, I'm just glad that it was noticed. Lastly, you mentioned that the Spacesuit is capable of being worn inside of the Peragus Station instead of only wearing it outside. Does that mean you can wander around in the spacesuit in the rest of the station? As an addendum, we should probably be moving this line of discussion to an appropriate topic instead of the Mod Review page, since we can't edit our own comments, and it just clutters the mod page.
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According to this: https://hardforum.com/threads/dual-core-gaming-fix-guide.983781/ (4th answer from the top, it might not list Win 7 specifically, but according to other sources, it should still work.) you can set the processor affinity from the Task Manager by right-clicking on the Kotor process (after Alt-tabbing out of it) and setting the CPU Affinity to one core.
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That is oddly one part of TOR I actually admire. We thought that Taris was turned to dust, but instead it managed to become a sort of Lost Land full of life and vegetation. I understand you wanted the outcasts to survive and thrive in some underground paradise, but life is harsh, and it very clearly stated that most of them died from the journey to the Promised Land; let alone whether they actually found it. Some of TOR's story, it turns out, are rather well-written, but that's kind of a product of some very smart writers working on it. All of this very very stupid "Canon" regarding Revan and Darth Verybadperson (Don't care about his real name, his very existence is outright contrived in the worst way), hopefully, we can all agree was the result of some cretin in a boardroom who thought they could milk the forced drama and unnecessary escalation of their made-up character from fans of the original series. However, I would never call the work of so many people who made something rather decent in some memories "trash", and I might go so far as to say Battlefront 3.0 wasn't " the worst thing to happen to Star Wars, ever". That rant aside, though, I can't see where this is going now that their magnum opus of cheap DLC sold for full price (IE Battlefront) didn't pan out. Maybe they'll hire an intelligent project manager with actual plans to give the fans of Lucasarts what they actually would like to see. If that were to happen, we might actually get something like Days Of Future Past as far as wiping the stain of that affront to writing known as the Revan book (I don't care if Kapryshn is a great writer or not, that book was abusive to everything he started in Kotor) from our collective memory, and continuing the story of the Real Revan as he or she plumbs the depths of the unkown to save the Galaxy. However, every forgettable online-only FPS is getting a sequel, somehow, so they'll probably just focus on EA Battlefront 2....
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Why not some holographic gambling of some kind? Maybe vid-screens with camera feeds of sports, or good old holo dejarik.
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Looks great, Jorak! Your use of a desaturated green metal in the background and orange ceiling lamps adds so much to the overall feeling without straying from the original color scheme. (Cozy yet menacing) I am quite impressed.
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Adding new texture and eye flashing to droid model "C_ForDrd"
Malkior replied to Sith Holocron's topic in Mod Requests
Who's on the case? I have a decent progress on the rodians, so I might have some chance to work on the droid. -
Trust me when I say, they've already done quite a bit of research, and FairStrides is one of the biggest subject matter experts on the Kotor engine. They never said they didn't know how to finish it; just that they didn't have enough time. You would be surprised how many discussions have gone through regarding the Star Map, and scripting in random encounters is actually quite simple. The real issues are finishing up the work already done and making this project likely better than most "closed beta" games in terms of completion.
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Very nice work on the armor. I am still working on getting metal to that exact level of shininess akin to plate armor, and I am quite pleased with the look you've created By the way, if you are interested, a Darth Sapiens both discovered and created custom cubemaps in his mod. http://deadlystream.com/forum/files/file/498-modders-resource-cubemap-pack/
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Are you referring to the jet stream? It looks like the same texture for both, but altering the landing pad texture might help.
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@Jorak I'm glad you like it. I only edited the light texture, but I had to edit the area models so that it only changed the overhead lights due to how the tables and outside buildings share it. Okay, I suppose I jumped the gun on the JekkJekkTarr lighting. I just saw boxed (sectioned into squares) lighting instead of the beams of neon light surrounded by a smoky black atmosphere you get in the Vanilla game. I can test it to see how it looks in-game, but you're probably right. As far as the cantina hall, you might want to keep to a bit of a minimum in flashiness, since the place clearly isn't for the wealthy citizens, and instead relies mostly on cheap neon signs and lights. (I'm thinking stuff like "Bar" neon signs you'd see at a dive near the edge of a city.)
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I think Nar Shadaa is the ONE place in TSL where "Mass Effecty" visuals looks right, due to how garish it's supposed to be. If you don't mind me being a little critical, there are a few things that just bug me. The overhead lights (Seen in a few screenshots above the doors) are this obnoxious flat yellow with little to no visual interest to them. Trouble is, they are duplicated onto the lit tables as a surface texture as well as the sides of a few buildings. What I did was edit the area models and replaced them with three distinct textures identical, save I split the lights to look like they had a bunch of squares instead of the default box. I then was able to keep the tables from looking insane, while also allowing me to fix the dull overhead lights. (seen above this fan) Second, well if your second shots are of the JekkJekkTarr, I feel your treatment removes its special quality of being visually vibrant and distinctly alien with its neon-sabrelike lighting fixtures. If that's not the case, then I apologize for mentioning it, but as far as I'm concerned, the JekkJekkTarr needs to look as colorful as it does in Vanilla in order to retain that charm. :/ Lastly, that greenish puddle on the ground near the entrance from the landing pad: it really looks tacky how Obsidian just plopped a green blob (and a low res one at that) on the ground like that. I've been to some scummier cities, and even if there's unmentionable goo on the ground, it had some texture in some way, be it greasy, grainy, or watery. So, I guess it would help give your treatment even more character if you change the decal they used on the ground there. That's thusfar my critique, but other than that, your work indeed retains the look of Vanilla while carrying the feel and detail one would come to expect if they were to really live there. Your decision to include a branch of Aratech makes so much sense and gives even more story about that manufacturer (that the company would be so bold as to open an office on Nar Shadaa either because they forsaw the area becoming prosperous again, or due to the demand for firearms increasing. )