Malkior

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Everything posted by Malkior

  1. According to this thread link, your issue is one of Windows Vista incompatibility, and not drivers. The (Hopeful) fix is here: http://www.lucasforums.com/showthread.php?t=194296 It's a bit technical for me, so I haven't tested it, but I do hope that you can get it to work as I too have had issues before, and I know it gets infuriating..
  2. Malkior

    Requests

    For the male, it's p_plyermw_slct1 thru p_plyermw_slct5 And for female, p_plyerfw_slct1 thru p_plyerfw_slct8
  3. Malkior

    Requests

    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.
  4. 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.. 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.
  5. Can't really tell the differences between them. Perhaps you could upload a GIF of each? I definitely prefer all of the iterations after the first one, though. Edit__ BTW, Casino themed Pazzak is a great idea
  6. 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 Malkior Submitted 07/26/2014 Category Mods K1R Compatible No  
  7. 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
  8. Version 1.0

    4,008 downloads

    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
  9. Version 1.0

    1,263 downloads

    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
  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. Working on getting my existing mods from my backup drive.. Should have saved more recently before things went south, and only saved the .psd with all of my updated .tga's in my old override which I never backed up with my current files.. kicking myself right now.. >:(

  12. 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...
  13. 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. ) 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 (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..
  14. 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.
  15. 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 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. 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. 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.
  16. 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.
  17. 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..
  18. 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!
  19. @Ancient You mean the background music, or something more specific, like wind, creature sounds, etc... ?
  20. 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.
  21. Or call it something, like "meditate"? I normally stand in a corner away from combat to recharge fp, so it'd work for me.
  22. I like how the blending looks natural; it makes it seem as if his face was always like that. Also it's great that you changed the thumbnail to match, because why the heck not?
  23. I don't know how Xarwarz is doing his texture packs lately, but I believe the textures are all contained in the .zip or .rar file you download. If you open it and view them as thumbnails, you can preview them to see if they're working properly.
  24. You know this would probably be a huge time sink/ massive undertaking, but I was just thinking; what if you did as Mephiles550 (I believe) suggested and just replaced the exterior Ebon Hawk model with the Tardis, yet did one better.. edited all of the videos where the Ebon Hawk is, and rotoscoped the Tardis model over it?...
  25. Also depends on which doctor/iteration you're going with.