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Everything posted by Malkior
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HELP - Stuck, trying not to have to Reinstall KOTOR1
Malkior replied to djnugent's topic in General Kotor/TSL Modding
Which UTCs were altered? I had a simple problem with a mod that added the Bastila03 thru Bastila05 UTC, and had similar problems to which you described. Also UTC files generally are set in the save file, so an earlier save from before the Leviathan scene may work. -
Hmm.. Since Taris is obsessed about their wealth and superiority over the Undercity dwellers, perhaps luxury items like High Priced Tarisian Ale or some other luxury, like swoops?? Juma Juice seems kind of like a commoner's drink, since you can get it on Tatooine.
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Thanks. I'm currently hard at work on the next parts, but it's taking a while. Sorry about that. I am posting all of my progress on my main WIP thread, so you can see what it's looking like. http://deadlystream.com/forum/topic/2381-my-projects-in-the-pipeline-mostly-texture-related/page-11?do=findComment&comment=37956
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While searching for a Jedi or traces of them sounds like a good idea, I have always seen the mod as an intermission between the main plot where the Exile has their "training montage" and visits old locations just for the sake of nostalgia. From a storyline perspective, the Exile is tired of all of the constant action, and just wants to find themselves or something; anything that seems familiar to offset the chaos they see day by day. Edit- If DarkSide, perhaps a rumor of powerful artifacts not unlike Atris' motivations could also be reasonable, in my mind. Unfortunately, the Jedi's absence would have caused a sudden lack of security, and certainly the Coruscanti would be curious as to where the Jedi went or what happened to them. (This is how I interpreted the droids in the main hall and Republic soldiers at the entrance) These same people could also be trying to gather what was left of the Jedi to try and give the Republic much needed resources, which I'm sure the Coruscant government council would request. IE: "The Jedi failed as protectors, but maybe their wealth can help us" Lastly, I interpreted the Sith within the Temple as a contingent of the assassins that struck the remaining members, which is still stalking for remaining Jedi. However a Baran Do disciple could just as easily fit, as they may have contributed to the Jedi's extinction or were contacted by the Triumvirate with the charge of wiping the Jedi out.
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I agree with you on concept, but from the moment I first played Kotor 1, I always saw the decay and unimpressive nature of the Upper City being due to the economic turmoil and numerous civil wars from the recent times leading up to the arrival of the Endar Spire. I was under the impression that the richer elite were fighting with the even poorer for what was left. Similar results have happened in cities around the world, where a lot of money was put into their formation, but infighting and political corruption created some of the worst slums, while a lack of further funding caused even the best housing to become mediocre at best.
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Is it just me, or does it seem that KotOR II....
Malkior replied to 134340Goat's topic in Knights of the Old Republic General
You mean the Sith -
Is it just me, or does it seem that KotOR II....
Malkior replied to 134340Goat's topic in Knights of the Old Republic General
I agree with you on it following the formulas of ROTS, but I think most material at the time was also doing similar. Take for instance the Republic Commando game and series; the entire story centers around the Mandalorians trying to cope with the "weak" leadership of the Jedi, and how the soldiers managed to fight a war they never even started. The Republic series has to do with the fighting of the Clone Wars and how devastating it was to have Masters turn on their students and betray their entire order. (Something constantly mentioned in Kotor, but TSL especially) In fact, the entire first Story Arc of the Comic namesake of the Kotor series have to do with the Jedi being both blinded by fear and underhanded beyond belief. I think someone approached the notion of what cloning an army of soldiers would really do to a power structure; especially one as Noble as the Jedi Order, and by accident or intention made the entire fanbase doubt the Jedi themselves. It made people question what being a Jedi really is, and put the focus of the story back onto the people and not the power they had. Which for me made TSL one of the better stories out there. -
I would be more than enthusiastic to at least contribute story details, or in the future, do some texturing.. I have come up with several ideas from my recent playthrough on how to really "spruce up" the place and to make it a part of the story arc in a most natural way. (SH, the Vash texture is still a work in progress, but no breakthrough look just yet... Frankly I suck at painting hair quite a bit ATM..)
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Making Darth Nihilus a hardcore badass Sith Lord
Malkior replied to VarsityPuppet's topic in General Kotor/TSL Modding
Just an idea, but what about his force Zombies themselves being able to drain FP for a different strategy of prioritizing them if you rely on Force Powers.. :] It could support the notion that they feed on your force energy, while also changing up the cliche "weaker goon with boss" nature of the fight. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Hello, all. /////////////////..............................................................,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,/\/// It has been some time, since I last updated, but here is some of my progress. Firstly, thank you SOO much Kexikus for your help with the skybox issue solution. Here are a few shots of the new and better (in my opinion) Dantooine (Mind the seams, I'm going to be busy cleaning them up ) ------------------------------///////////////////////////////////////////////////////////////////////////////////////// Also on the note of skyboxes, thanks to Terragen 3's new features, I have converted my Korriban and Onderon skyboxes to 1024x1024. ///////////./,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,................................... Secondly, the alien retexes are going quite swimmingly. I have the Duros' all but done, save the last ones to test. Only a few minor tweaks to the eyes, and they're ready. Opo Chano is also in on the action //////////////////<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<,,,,................................. I'm also throwing my hat into the ring of Sion retexing (On account that I hate how the Vanilla one looks ) It's more my take on the subject, and uses a design and color closer to the Vanilla design and the concept art I found on Scorchy's Walkthrough. \/////////////////////////........................................................,,,,,,,,,,,,,,,,,,,,,,,,,,,,, So, that's the extent of the showable things, but I'm really close to having certain mods updated, Like More Vibrant Skies and Aliens Redetailed. I have a lot of things to start work on, like the different alien types such as, Rodians, Weequay, and hopefully Aqualish, as well as a few storyline mods that I will announce when I have something done. That said, thank you guys so much for the assistance and feedback. I will post up more progress once I have a bunch more screenshots. -
Ah. Apologies for the confusion. I was just curious.
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[WIP] SWTOR-Style Alien Player Heads (Nautolan, Kel Dor, etc.)
Malkior replied to DarthParametric's topic in Work In Progress
I agree with Juliandroid. The ability to play as a Kel Dor is absolutely something we've been waiting years for. Which makes me want to add "injury" noises for the PC whenever they get hit in combat all the more. (Have you considered making VO effects for the respective races?) -
I thought it was Combat and not Feedback. (Though I normally check Combat for damage stats on weapons testing rather than grenades or mines)
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Considering the Selkath come from the sea, and that they are basically allowing the Republic and Sith to stay in their capital city, I would think the motif would be designed to remind them of the ocean (Thus the underwater or aquarium makes a lot of sense) Rain wouldn't make sense unless it rained only when you were indoors and then ceased when you want outside; which would be kind of wacky..
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More transparency "fixes"...but....
Malkior replied to djnugent's topic in General Kotor/TSL Modding
Not necessarily a moderator, but I'm kind of curious as to which mod is missing its corresponding txi's. As for how you make a texture use a different Cubemap, you put "EnvmapTexture and then the name of the Cubemap" in the TXI, instead of CM_baremetal. For custom CMs, you will have make sure the Cubemap texture is in your Override, and that it has a TXI of its own, denoting it being a Cubemap. Lastly, as far as I know you can't have transparency and shiny effects simultaneously on a texture, since CMs use the Alpha channel. -
While I like where you're coming from, you are almost completely wrong about what really caused the fan resurgence responsible for the Kotor storyline and Battlefront as a series. Kotor was created to cover the stories of the Tales of the Jedi series, which was actually almost entirely made possible due to the success of the Dark Empire comic line way before the Prequels were even produced. (1991 was the year of Dark Empires' first production http://starwars.wikia.com/wiki/Star_Wars:_Tales_of_the_Jedi) Kotor's games may have been fueled by fan response to Star Wars continuing, but ..well, let's just say there's a reason no Phantom Menace games really took off (However, Phantom Menace: The Game and Jedi Power Battles were both really quite fun, but the poor game quality sort of dampened fan feedback and now they are almost impossible to find...) Battlefront was for the most part marketed for its Original Trilogy locations, and the Expanded Universe was extensively used to pad the rest. There were only TWO locations from the Prequels when Battlefront 1 was produced, so it's dubious at best to assume that the Prequels' monetary success was the driving force for its production. Honestly, I enjoyed the Prequels for what they were, but there's no way you can say that they caused the fan feedback that made Kotor or any similar awesome games possible. If anything, I'd thank the EU for keeping fans interested. :/
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Having some problems with Revan's Jedi Robe mod
Malkior replied to Golselect's topic in General Kotor/TSL Modding
Okay, first if all, is the mod you're referring to, this one? http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Secondly, we need to know your computer setup and mods you've installed as well as the nature specifically of your crash by answering this checklist. __________________________________________ FOR ANY MODS OTHER THAN TSLRCM/M4-78EP! Quote 1) During the game, when did the problem begin to occur? 2) Did you install the latest version of the mod? 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? 4) Did you update your game as required by your game's region? (4-CD version ONLY) 5) Did you use the TSLPatcher, if provided? 6) Were there any errors in the TSLPatcher installation? 7) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) 8) Can you be more specific about the error? At what point did it happen? 9) Have you tried re-downloading the mod? 10) Have you tried using a different save game? 11) Have you tried starting a new game? 12) What Operating System do you use? (List Virtual Machines as well if you are using them.) -
Definitely noticeable compared to the power blast and grenade icons in your pic. Excellent work!
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There is an option in the Kotor.ini to Show UI Elements in screenshots. Just set that to 0.
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According to TSLRCM's most recent release, the Finesse Icon Fix is included in versions 1.8 and above http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183.
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The issue with cubemaps is that IIRC, if there's no Alpha layer, it just makes the whole thing metallic. You would definitely want to change the corresponding 2da to use either no EnvmapTexture, or add a TXI that changes it to something that isn't "baremetal". (Did adding a "blending punchthrough" TXI work at all?)
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Yeah. PMBI06a, if it's just the outer robe that you want the transparency on. I'm honestly kind of curious how it's getting cm_baremetal applied when your model is a custom build. Generally to get that, you either add a TXI with that command or a 2da with it set as an EnvmapTexture already in game. By default, Alpha is just transparent.
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Basically the "punchthrough" function creates a fringe of opacity on the edges of the Alpha, similar to what you see on the Telosian trees or the ghastly (in my opinion) Backdrop outside the window of Citadel Station. It isn't great for much, but it would probably work well for a torn clothing edge.