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Everything posted by Malkior
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Great to hear how well it's going. I'm currently trying to figure out which parts I need to edit for TSL, so that might be a bit. I will keep you apprised of how it's going though, since I'm sure you want to try this out as soon as possible. I'd be happy to hear how your results go with Kotor 1, and hopefully once I get past this hurdle in understanding the TSLPatcher they will both be ready for official release.
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No worries. Feel free to keep responding with whatever questions you may have. I'm still a bit of a Noob with using TSLPatcher, so I'm just trying to figure out how to make it work without issues. The original Blasters Reloaded for TSL was patched by my good friends on the DS, so I had no idea how it worked. The patch I was referring to was a way to stop companions from getting Ranged weapon feats once you recruit them, since that basically defeats the purpose of the mod and effectively breaks the system I'm trying to create. When I made the Kotor 2 version, I also had no idea how upgrades worked so I'm sure there area few things I can fix with an update as well. The Kotor 1 version is literally the first time I've ever made a patching installer, so I'm relying on user feedback to ensure it works properly. Patching the Dialog.tlk is fairly complicated and can totally screw up the game dialogue if done improperly.. (This is why it's taking me a while to finish... ) However, I talked with some of the much more experienced folks on the forum and provided it works for you, I may have eliminated the Kotor 2 issue in Kotor 1 at least. Thank you very much for the feedback. It helps immensely in finding bugs early and to ensue I didn't miss anything.
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Thinking of updating a texture mod I made [WIP / Open Beta]
Malkior replied to Sith Holocron's topic in Work In Progress
Looks good so far, but the timing is a little inconsistent. These small ones are nearly perfect but may be a bit fast. The middle pillar , however is significantly slower in comparison, to the point that I actually thought its texture was frozen. The top section is quite slow as well, but not to quite as much of a degree. My suggestion would be to synchronize the smaller one with the central pillar and top section better, or to at least speed up the top section and central pillar. I can't find a good FPS for the TXI file, since they all operate off of one TXI. (And it's set to 1FPS) Also I just read your tag. Why did you want to use 43 frames in particular? Sorry about that. I blame the lack of sleep. I tested it and it looks best at 14 Frames per second. Any faster and the transition to blue is too jarring. I also figure that the reason the lights are out of sync is because the smaller lights flicker.. (I did think it strange that the D Lights were somehow matching your animation.)- 8 replies
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- 43 freaking frames
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The TSLPatcher installer is up on my WIP page. https://deadlystream.com/topic/2381-my-projects-in-the-pipeline-mostly-texture-related/page/10/#comments I tested it extensively to iron out any bugs, but it's probably still safer to back your files up just in the 1% chance I missed something. The Kotor 2 Patched version is the next thing I'm going to be working on.
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Finally FINALLY finished my first test version. BlastersReloaded_K1.zip I'm posting this here instead of a proper mod page because I haven't finished changing the descriptions in the feats window, and I figured I'd get this out as early as I can while I deal with changing that. Other than that, the mod should be totally finished. All weapons have been altered to have their feats added, and hopefully that pesky issue with companions getting these feats has been dealt with. I had to get a little unconventional for some of the upgradable weapons, but hopefully the balancing is still fine. Please let me know if you have any problems or if there's anything you think should be changed. -
Yeah, these are loose files, so anything with the same name will be overwritten. Once these are implemented with the TSLPatcher, then it should simply edit them so they work together. I still have to make the installer package, but once that's done, it should be as simple as running it. For the time being, though, you will have to edit the files yourself in Kotortool to make them work with yours.
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Happy new year, everyone.
To start things anew, I've wanted to finish some older mods and finally squash some persistent bugs in the process. Does anyone know where Kotor adds the feats to a character after creation or party members after a certain amount of leveling? Is it done with a 2DA file, or is it via script? Is it some totally different method not mentioned?
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The readme PDF that comes with TSLPatcher should explain it all. But yes, if you want to edit dialog.tlk then you need to create your own append.tlk with the strings you want to add. Those strings get assigned tokens in the ini, so you can patch whatever other files you are installing to use those strings. As the name suggests, you can only append new strings, not edit existing strings. So if you want to change vanilla strings then you need update any references to your new ones.
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I see. When I created the Changes.ini I used the compare function in ChangeEdit for the UTIs, so it never told me to add the append.tlk, it just made the strref and lang0 tokens without telling me anything else.
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Had to take a break since Kotor 1 has a wildly different feat structure compared to TSL. However, I just put the finishing touches on first test version. I can PM you the test files if you want, but I must warn you this is a very early build, so things might be a bit unbalanced and some feats may have no effect at all since I personally don't know whether certain attributes actually do anything. Also due to the way saves work, these will have to be tested before you receive any of the items (A new game is best) I would test these right now, but I had to change computers and have no viable methods in which to do so. Here are the Kotor 1 files for anyone interested in trying it out. BlastersReloaded_K1_0-2.zip Everything has been tested, and works well for me at least. My focus is on balancing and how well these feats work when playing through the game story (To prevent getting too overpowered early). Some Notes: The files are just raw UTC and 2DA, so everything will only truly work with a New Game. The Strings are still unaltered, so the feats still show up as requiring certain levels. However, you will be unable to get them even on Level Up. This entire package does not come with TSLPatcher, so if you have an Override with the files found in this mod, these will overwrite them. To test them, just drop these files into your Override folder.
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I don't know why everyone keeps calling the plot meandering when even the "filler" episodes exist to give a device or revelation that becomes useful near the climax. Giant Rhino meant he could get that sigil and suit of armor, Prison Episode so he could get recognized by the New Republic, Ice Spider episode so he could see his influence on The Child and meet the NR. The list goes on. The only episode I thought meandered a bit was perhaps the AT-ST village thing, but it also functioned to make the scenes in S2 more important when everyone tells him he's stupid for keeping his helmet on, so it at least did something. TV shows have to reveal things slowly because digesting two movies worth of plot is exhausting. The sheer amount of lore and character moments would have made been an infodump not unlike The Matrix Reloaded. If you want filler, try shows like the anime Bleach that literally retold the same story three different times or The Walking Dead which had a point where the characters sat and reminisced for a season or two and then jumped to the present and still didn't go anywhere. The plothole of Beskar was at least consistent with what the show was trying to achieve (Shooting in massive battles while the Protagonist stays alive) We had invulnerable heroes in the OT and no one seemed to care. They tried giving some lore reason for this "plot armor" at least. I agree about the jetpack, but I can't see a better way to get Boba to fly up there since he didn't have one because it was broken by the Sarlaac. Seemed more like it had to happen in order for the action scenes to make sense, and I personally would prefer seeing Boba finally being able to show off compared to Din flying up there and failing to rescue the kid because of the Force field. A lot of the show follows the "rule of cool" where action sequences benefitting OT characters are the primary focus. It just exists to give the originals more screentime while slowly introducing new characters to gradually become part of the main cast. (An inverse of what the Sequels did and so was their greatest failing) Out of curiosity, what did you guys want out of the Sequels when they were first announced that both the films and this show failed to deliver?
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How about "Tries to do everything the Sequels attempted but does it 1,000 times better"?
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Blog 104: What can we do about Vash?
Malkior commented on Sith Holocron's blog entry in Sith Holocron's Blog
Apparently rapper Jay Z is in a legal battle over something very similar, though it seems Youtube didn't see it as copyright back in April https://www.theverge.com/2020/4/28/21240488/jay-z-deepfakes-roc-nation-youtube-removed-ai-copyright-impersonation LDR is right, this issue is something to consider the legal ramifications of if only to find a possible way to prevent problems later on. -
Blog 104: What can we do about Vash?
Malkior commented on Sith Holocron's blog entry in Sith Holocron's Blog
I always felt that Vash got the proverbial short end of the stick when it came to the story. If you have her die on M7-48, it's just as pointless as if she died offscreen to Darth Sion. To settle the matter of how to make it mesh with the council scene at the end, she could just decide to go into hiding like Atris and have no impact on the rest of the story. Alternatively, she seems to be the investigative type, so maybe she'd decide to "Find the source of the Sith" like Revan did at the end of Kotor 1. Since Kaah was kind of a loose cannon, he could either leave with Vash to hopefully find his balance again or just flat-out leave the jedi to parts unknown. (Mirroring the decision that the Exile did before the game) As far as the voice actress I'm not beholden to any particular "canon" Vash, but I do quite like Vanessa Marshall's performance in the Vanilla game. (For what little we hear) -
If you're looking for some dialogue or storyline details, I can help out as well. My interests generally lie in the realm of editing, but I can see about making something consistent with your planned story.
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I can't decide whether I like Coruscant, Dantooine, or M478 more. These are amazing!
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I believe the pictures Salk sent refer to the line of windows on the structure. Yours are a bit flatter and yellowish green which sticks out a bit and looks somewhat less high resolution compared even to Vanilla. To me they look like they were scaled-down versions of the Vanilla windows, but I can't tell if that's what you were intending.
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I agree with JCarter's take, and would like to add that your personal choice of perspective or more specifically your vanishing point is much lower than the Vanilla game, and so the backgrounds look a lot smaller and somewhat flatter. For example, in Ahto City, you preserved the alien structures but they don't look as foreboding or exciting because they're at a lower eye level. That forced perspective was a trick Bioware did to make it feel larger than life, and inputting a more realistic view IE Straight On takes its unique look away. (It also wouldn't surprise me if Ahto CIty was supposed to be on a spire and so the rest of the city walls are actually much further down) Take for example, even Tatooine; your take is far more realistic and indeed has a greater amount of detail, yet it feels less dramatic. That I believe is because you can see more of the background in the Vanilla game which is only possible because of Bioware's choice of vertical viewing angle. (A higher viewing angle shows more background as your camera is basically floating higher up and can see more) It's a bit more complicated than I'm making it with this brief explanation, but there certainly is value in considering vertical angles when improving a landscape view.
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Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
Here's something I mocked up using the Mandalorian Heavy Armor. In order to get it screen accurate, though I would need the whole thing Re-Unwrapped since the fine folks in the Rebels team decided to make the pattern Asymmetrical.. The arms are also painted skin-colored, which I kind of did to match the design, but I may have to change it unless there's a way to make the Armor change with each race. (Also I haven't touched the male armor yet, unless anyone was interested in such an option ) -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
Worked perfectly. No crash and I found it fits the Handmaiden with no issues. I'd like to change the Specular Map to be a bit less aggressive, but I was also thinking about possibly doing some texture work on the Sabine Armor as well. Do you happen to have the armor model (Hopefully with its textures) handy? -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
Looks good so far. Oddly enough, I don't have the same issues on the back as yours, but the scaling is still too small. As per the previous report, my game is also crashing after about 10 seconds. At this point, I think there might be some sort of difference in the actual model conversion or even possibly a difference in Operating Systems. I have Windows 10 64bit running on my machine, are you using something different that could account for the UVW map error on the rear of your helmet model? It's also possible that the game version might be having an effect. Mine is the 4 disk copy I bought a long time ago. It's still quite odd that one would have a graphical error and not crash while the other would have no errors yet crash. -
Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
I've been going over the model to fix the problems, and what's odd is that the issue you see in the Left Image Bottom Arrow isn't showing up like that when I open the model in Blender. I can only assume that something went wrong with the conversion to MDL. Sadly, I can't test anything in game since for whatever ridiculous reason, cheats aren't working even while I have them enabled in the Swkotor2.ini. Is there any way to get them in the game without cheats? -
It was as Orange as I could muster while keeping it dark enough to hide the text.
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We dare not speak such words here, lest it return....
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Wow, Kexikus, those look incredible! Some of those Nar Shadaa shots look like something from the Pre-Rendered scenes in Dark Forces 2 (And I mean this in a good way). I've always hated how bland Nar Shadaa looked, so it's so good to see it get the appropriate treatment. I'm also glad to see the Coruscant mod map get the kind of attention it deserves. These look seriously phenomenal. I can't wait to see all of these parts come together when you release the mod. 👍
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Thanks. That would have made the process easier.
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Lighting in Kotor is actually done through baked-in lightmaps which have had some improvements via Canderis' Darker Peragus mod. https://deadlystream.com/files/file/32-a-darker-peragus/ and my own slightly altered interpretation. https://deadlystream.com/files/file/722-a-darker-peragus-redux/ Basically, anyone can edit them with Photoshop, albeit through a fairly laborious process. There are some examples of what I've been able to accomplish with the Telos Restoration Zone on this site, but basically the only way to fix the lighting is by recoloring the Lightmaps that shipped with the game or rebaking them if one was so inclined. Regarding texture work, there are at least hundreds though probably thousands of texture improvements floating around in the Download section that fix a lot of the worst offenders be it the weapons or the clothing. Specifically for environments, Kexikus has taken the helm of remaking all of the Skyboxes for both games with his continuing High Quality Skyboxes mod https://deadlystream.com/files/file/723-high-quality-skyboxes/ ; Kexikus also improved the Backdrops for scenes like the Ravager attack https://deadlystream.com/files/file/949-tsl-backdrop-improvements/, SithSpecter already spruced up every weapon model with the High Quality Blasters mod. https://deadlystream.com/files/file/861-high-quality-blasters/ , Sith Holocron has done tons of animated improvements to the signage https://deadlystream.com/files/file/1350-replacement-onderon-iziz-cantina-sign/ https://deadlystream.com/files/file/308-citadel-station-signage/ https://deadlystream.com/files/file/1129-animated-cantina-sign-for-kotor-1/ and other miscellania like the lightning on Malachor, https://deadlystream.com/files/file/298-replacement-texture-for-lightning-on-malachor-v/ , and the Peragus Starfield has been massively improved by, well Improved Peragus Asteroid Fields by Vasilii Zaytsev https://deadlystream.com/files/file/321-improved-peragus-asteroid-fields/. (You also already mentioned Jorak, so you are already familiar with his phenomenal work on the area textures) For characters, you'd have to dive a bit deeper since reskins are more or less the most popular mod type in existence, but my personal favorites are 2K T3M4, Visas Marr, and Darth Nihilis by Darth Sapiens https://deadlystream.com/files/file/514-darth-sapiens-presents-t3m4-hd-2k/ https://deadlystream.com/files/file/519-darth-sapiens-presents-hd-2k-visas-marr/ https://deadlystream.com/files/file/367-darth-sapiens-presents-hd-darth-nihilus/, (I don't personally use a lot of character texture mods, but everyone please let me know which ones I missed as there are many on this site) //As an aside, we really could benefit from a way to find every mod by an Author from their profile page...