Malkior

M478_Staff
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Posts posted by Malkior


  1. All I know is Revan is still my favorite character no matter how badly they mess him up post TSL. I'll keeping holding my breath for a true KOTOR3...

    Yeah. That is the truth of it.. Regardless of what direction they go with his character, I guess I should at least remember him as he was and how freaking awesome that happened to be..

    • Like 1

  2. My real issue with Revan's irrational choices in SWTOR and its paraphernalia, is how he keeps changing to suit the purposes of the publisher. As a direct result he becomes a weaker character regardless of how much "force energy" he potentially has.

     

    I believe the process of "redesigning Revan" went like this:

    The publisher wanted their new villain, but Revan was admittedly overpowered according to Kotor 2. Their solution? Make Revan powerful yet significantly weaker than him.

    To explain this abnormality: in the novel they say "Well this new sith guy was a REAL sith and Revan was just weaker because... anyone in the republic just sucks"

    This is still kind of a weak argument, admittedly :rolleyes:, so they instead add a "twist" and say that HE WAS A PAWN ALL ALONG!!?.. No real buildup in the material, but Revan was insane, so no way to argue against that.

    Anyway I assume after a while, the publisher execs discovered that throughout all of his harsh treatment, fans still really like Revan; so how do they cash in on his popularity? Why, make him a "secret" raid boss; since Revan was now insane, dangerous, and now secretly perhaps manipulated by this made-up super sith lord, it could work.

    However how to anachronistically add him into your latest game when there's no way he could possibly be alive? By hyperfreezing (or sith stasis or whatever comic-booky device you can contrive) him and demoting him to the status of phrikking flying monkey to the super-evil bad guy sith lord.

     

    The issue to me isn't that Revan couldn't have all of these weird changes in Star Wars canon. I mean there have been signicanly more ridiculous ideas that somehow worked. (See Yuuzhan Vong or anything from the Truce at Bakura) The thing that irks me is that all of the decisions after Kotor 2 regarding Revan remove all of the subtle dimensions that the previous writers carefully added and to me ruin an otherwise great character.

     

    Frankly I think he should have been a completely different entity and the character encountered in TOR could have been an artifact from Revan's meanderings in the unknown regions such as perhaps someone powerful in their own right who knows where he's been. Or maybe he could be an "echo" of Revan to hint toward a proper resolution that would tie everything off between all of the Kotors. (Such as, and I'm just reading into this a bit, mind you, perhaps one of the ancient Sith lords he was really trying to stop. Real Sith lords like Naga Shadow or the like who need no explanation or idiotic storytelling to show how powerful/evil they are)

     

    Just a thought..

     

    However Revan on the "cover" equals sales..

     

     

    They underestimated the fandom and that's a pretty good reason why TOR didn't do as good as it really had the potential to do. (Well also, the pacing got rather bad after about level 20 and the writing did little to counteract it, but still, a genuinely good Revan subplot could have made it work.)[\Spoiler]

     

    Edit--

     

    Well sue me for incompetence. I didn't click on the right link, so I am actually responding to a much earlier response...

     

    Well.. Interesting to know that Revan's going to return and that the forum poster wasn't lying about it..? Also Manaan as a planet; how will they confront the "underwater" aspect of the planet if Swtor doesn't have a swimming mechanic? (How would they visually differentiate it if it all just takes place in the city portion?)

     

     

    Anyway, if possible, ignore my apparent sudden animosity, but my frustration remains with how the issue was dealt with.


  3. My suggestion is Nar Shadaa, Dantooine, Duxn\Onderon, then Korriban.

     

    I used to go with Dantooine first as well. (It's possible this was because Dantooine is the only planet from Kotor 1 to make it to 2, and I wanted to see what had changed the moment I knew it was an option.)

     

    However, you always have to fight Visas when you go there, and for me anyway, it's easier and preferred for my character to get a chance to level up some. Plus there really isn't much to do, and the militia\ mercenary battle ends on a low note compared to the rest (except perhaps Telos which you have to go to first regardless). So from an entertainment perspective, I'd save it for at least second.

     

     

    I'd go with Nar Shadaa first due to its sheer amount of combat and story, which helps to keep things exciting while also leveling your characters up early. (Personally I like to get Mira early for her mine walking ability; GoTo's also pretty useful against enemy droids)

     

     

    The slower pace of Dantooine's story makes it a great buffer between the more dynamic story of Onderon and Nar Shadaa.

     

     

    The only thing I consistently do, is play Korriban last; mostly in part due to its introspective tone, but now it's also important because parts of M-478 are rather challenging and you'll need a strong character.


  4. Welcome to the DeadlyStreams.:)

     

    I too have enjoyed the Jedi Knight series, but the mod community there seems to have dropped off or relocated since the disolution of the Dark Forces Mod and its related projects, and Filefront deletes your mod after a certain period of inactivity..

    I wish if only there was some way to leverage the gameplay of Jedi Academy and the storytelling of Outcast, but as it is, this has not yet happened sadly..

     

    There's a mod section here for them, but it's pretty vacant at the moment..

    • Like 1

  5. Again, depends on the difficulty level (it's higher on Difficult).

     

    I think around 20 works though... you can get a bit higher than that for crafting.

    I was testing, and it was something like, 25 or 35.. This was of course after all of the bonuses awarded from equipment and feats..

     

    The new mine types added by Kotor2 are actually slightly underwhelming and in fact all of the mines are slightly nerfed compared to the Kotor1 mines..

    • Like 1

  6. Is there a mod for kotor1 that mutes the speech of the main character when switching over to him or her(TAB).

    There are a number of ways to accomplish this, but personally I'd just find the audio files that play for revan during selection and replace them with silence.

     

    As far as whether there is a mod out there that does this, I do not know.


  7. Really much needed idea to get on the sound files! 

    Im just curious, do the sound files (e.g. Force Wave, lightning) need a certain length to be heard correctly ingame?

    If not, its maybe worth to look for example into some Skyrim Mods etc, and with the permission of the authors port them to get a more "up to date" sound platform into Kotor?

    Hm.. Are the sounds working correctly for you? I don't know if the sound files are supposed to be a certain length, but they never caused me problems when I used them in-game. If it's the lightning, that's because I added a delay for a few seconds to simulate how it interacts in real-life. If with force wave, I'll promptly look into it, as it worked for me.

     

    __

     

    At the moment we have a pretty strict anti-porting policy,  This is less of an issue of permission, and more of legality.Unless the Skyrim mod author could prove they made the original assets and was fine with us using it, we couldn't do it. Even then, you'd still have to talk with our authorities, I would think..

     

    According to the ReadMe:

     

     

    Curiously, I don't see any sounds included that resemble walking on snow. I do see one for the Sion breaking glass on the Harbinger, however.

     

    Also, I'm not sure if he means Force Drain or Drain Life, due to the name of the file being v_bem_drainlife.wav.

     
    I honestly didn't think about those, of which I apologize.
     
    The snow footstep sound is actually called "fs_carpet". It's pretty subtle, but it turns out that both the carpet and snow footsteps use the same sound.
     
    The force power is Drain Life. The sound works for both that and DeathField.  
    • Like 1

  8. Visually Distinctive WeaponTypes

    View File

    This mod is actually quite old. I submitted it a while ago for testing purposes, but never got to actually uploading it for DS.

     

    Basically it's a retexture of all of the different weapon's effects for each ammo type. Each bolt is customized so that no longer do the disruptor and ion weapons have the same muted white blob. After a little while, I also got into editing the bowcaster as well, so now it has something more akin to its appearance on the Jedi Knight games. All of the weapon's effects are edited.

     

    Installation:

    This mod uses the TSLPatcher to install, so just follow the instructions and it'll do its thing.

     

    <</ Notes for update for 1.1

    There were a few files that I somehow forgot to include in the original installation TSLPatcher.

    So if you already installed my version 1.0 of this mod, I have included in this download the fixed files

    to be dropped into the Override, so that you won't have to reinstall this mod.

    However, the TSLPatcher will now install everything properly as well.

    Uninstallation:

    Replace the ammunitiontype.2da in the override with the one found in the TSLPatcher backup folder and delete the files listed in the tslpatchdata from the override as well

     

    Permission:

    Please don't this in your mod without my permission

     

    Thanks:

    Adobe for the Photoshop, Lucasarts and Obsidian for making Kotor 2; with which none of this would be possible,

    Mav for his easy to use and informative TSL Blaster Bolt Retexturing Tutorial link:http://www.lucasforums.com/showthread.php?t=168268

    , FairStrides for his input and initial testing

    , SithHolocron for the assistance and advice

    , The rest of the DeadlyStream community for remaining helpful and supportive for all of this time,

    and George Lucas for creating Star Wars in the first place


    • Submitter
    • Submitted
      07/26/2014
    • Category
    • K1R Compatible
      No

     


  9. index.php?app=downloads&module=display&section=screenshot&id=445

     

    File Name: Malkior's Kotor 2 Sound Collection

    File Submitter: Malkior

    File Submitted: 26 Jul 2014

    File Category: Mods

    TSLRCM Compatible: Yes

     

     

    This is my first foray into sound editing, so please be gentle.. :'

     

    The story begins where I really hated the canned sound that the thunder makes when it's playing on Dxun. It may get the job done, but it just sounded so underwhelming to me. I went into a sound editor and added a few bass filters until, voila! I had a thunder not only loud, but with my subwoofer, of a great amount of impact.

     

    Anyway, after a quick tour of the Kotor 2 sound files, I found a few of the files that I felt needed an audio boost or overall change and changed them. Thus compends this semi-comprehensive collection of all of the sounds I've edited over the years.

     

    To Install: Just drop whichever files you like into your Override folder

     

    To Uninstall: Remove the files listed in the TSLPatchData folder from your Override folder

     

    Compatibility: This is compatible with any mod that doesn't have audio files with the same name

     

    Permissions: Please let me know if you are going to use these sound files in your mod

     

    Credit: Lucasarts for making Kotor and Kotor 2, Both Obsidian and Bioware for working on them,

    The Audacity sound editor team, and the constant support and assistance from the DeadlyStream

    community which has kept me modding, Also George Lucas who created Star Wars from the get-go

     

     

    Click here to download this file

    • Like 1

  10. To support SH's comment, Sleheyron (or the "Hutt Planet") has had no official announcement of whether it's being developed or not; least of all by the K1R team. 

     

    If they happen to announce something, you'll likely see it here or on LF. 

     

    An announcement of compatibility will be from whoever is developing the planet whenever they are; the K1R team has no control over that.


  11. I played one of the X games on Gametap a little while ago. Was my all-time favorite alongside Tachyon: The Fringe which I still play to this day. (Seriously, Bruce Campbell voiceover never dies.. :)  )

     

    I'm a  die-hard starfighter game player, but have had such difficulty finding anything good. Tried Vendetta; got sick of the griefing.. and yeah, X-Rebirth was a step backward...


  12. Thanks.. Zhaboka. I'm really into Scifi and put a ridiculous amount of thought into how movie props and concepts could realistically operate in the real world. (Although, I actually did about two hours worth of research to find all of those images and perhaps a bit more to compile it all so that I had a properly concise answer. :D )

     

    As for your experiment, Jorak, I like the direction you're taking with the comp panels and information terminal! I am quite impressed how without changing any of the color schemes you managed to make it not only visually striking, but also more akin to a hologram you would see in TOR or Mass Effect. 

     

    I only have one problem with the Workbench/LabStation, though.. basically the tools that are normally on the table portion have no detail for them. For the default Workbench, there's a hydrospanner or soldering iron clearly visible along with other miscellaneous tools for you to do workbench type stuff. Without them, it just seems to have no purpose other than its viewer (which looks great BTW) above the table apparatus. If that's the look you're going for, then that's cool; but without the tools on the table, for me anyway, it detracts from its visual identity.

     

    If you want to go along with detailing the hydrospanner, here's a decent image of it that I could find 

     

    Hydrospanner.jpg

     

    (along with what could be the other tools) . Well, a drawing of it anyway.. I'm sure there are some actual replica images online as well..

    • Like 1

  13. Perhaps adding a little red on the edges of the irises of the sith side.. Just enough so that it looks less yellow and more like the smoldering fire you see in most sith eyes.

     

    Also, on the sith, the eye would have more of a reflection shine on the edge of the pupil, but that's just nitpicking.


  14. Apologies if I sounded like I was insulting about the "large buttons" talk. I meant the high gloss you used on each segment made it look like they were large buttons in various colors visually. In comparison to the two, I prefer the gloss over the entire interface not unlike how Star Trek treated their consoles in The Next Generation versus The Original Series.

     

    For comparison

     

     

    P58_11_wherenomanhasgonebeforehd.jpg   P58_10_wherenomanhasgonebeforehd.jpg

     

    The Original Series had large semi-circular buttons with a very simplified frame. This makes the design the most "down to earth" in that it could easily be used by a society which (at the time) had no plasma screens or touchpad capabilities. Your first image most resembles this to me not only because of the way the buttons are emphasized, but also because of the size and visual impact of the frame versus the interface.

     

     

     

    P273_5_Seas2_shadesofgray010.jpg     star-trek-the-next-generation-you-can-te

     

    While The Next Generation had more of a bunch of fancy designed icons/ displays, but rather than having a large metallic frame, it instead was all underneath a large glass cover. This to me most resembles your second screenshot since first of all, it is all covered in a gloss layer (which resembles to me, the glass cover I saw in the show), and secondly because it comprises almost entirely of icons and images on the screen rather than prominent buttons for interface.

     

     

    ME3_Shops_SpectreRequisitions.png

     

    However, in direct contrast to both of these, Mass Effect has almost no interface on its consoles with most if not all done by hologram or by extremely similar console designs with monochromatic schemes.

     

    This is fine for visual impact, but the holograms in Star Wars seem to be primarily used for communication rather than for console interface.

    (There is no explicit reason given for why they don't just use holograms for interface on their computer consoles, but I personally theorize that they're designed this way as more of a redundancy; IE if the unit were to lose power to its displays, you could still use it with physical buttons.. but of course this could just be a set design decision..) 

     

    Regardless.. this does achieve making the Star Wars technology look more realistic for our day and age which does not currently use hologram technology.

     

     

    So in short, to keep the futuristic look of Mass Effect and still retain the "realistic" look of Star Wars, I believe that having a complicated board with what looks like touch screen buttons on the interface would be the way to go. At the moment, your second screenshot achieves that goal, but the only way I see to go closer to the "Mass Effect" level of sophistication would be to add more glowing buttons (but to organize them in a visually pleasing way so as not to make it look "messy") or to animate a few of the buttons that are on it so as to give it the impression of a higher level of sophistication.

     

    I think you'll be fine just as long as its not the exact level of desaturated orange and blue color schemes from Mass Effect for the displays, and as long as there is at least a hint of a physical interface. 

    • Like 1

  15. I prefer version two, since it looks more like Star Trek TNG's glossy buttonless interfaces, and that to me, Star Wars would have more touchpad interfaces on their consoles and fewer big glowing buttons. I agree with SH that it would look good animated.

     

    They cloned the exact same interface textures from the Ebon Hawk onto pretty much all of the consoles throughout Kotor 2, so for me, anything different is a plus. I would additionally like to note that Kotor1 had a bunch of different console combinations for each location/planet rather than the default one we see throughout Kotor2. 

     

    -Edit

     

    BTW, the absorption band comparison shot beside "Modded" isn't displaying properly, instead it's just attached to the post rather than part of it.

    • Like 1

  16. I had the same missing heads of the (presumably) female assassins once at the entrance to the Dxun temple and a few more times inside the temple itself.

     

    As well as a few in the sith apprentice quarters in the temple on Korriban.

     

    One thing though..

    (I also might note that in comparison to the other enemies altered by this mod, the +50 attack of these assassins was grossly overpowered and made the fight nearly impossible; I don't mind a difficult enemy, but one so unbelievably difficult as 5 times the power of the rest makes them more of an obstacle to gameplay and less of a fun challenge)

     

    [sidenote] it was actually pretty cool when I first encountered a super-powerful headless fighter the Dxun temple entrance, since first, it kind of reminded me of a wraith or the headless horseman (of which the strength makes sense for something beyond corporeal form), and second, its unnatural strength made it an effective miniboss. However, after encountering two in the Dxun ritual chamber, it got less fun and more impossible. [/sidenote]  

     

     


  17. You know what? What about Lieutenant Grenn and most of the TSF? They have a fairly dull uniform that could use some work.

    I know they're not "party members" per se, but still..

     

    And for the record, your detail work looks outstanding; especially the work on the leather texture! 


  18. As long as you worked on the textures when they were already scaled at 1024x1024, there'd be a moderate amount of detail preserved. However, if you were to take the normal 512x512 texture and scale it up, there would be no difference whatsoever.