Malkior

M478_Staff
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Everything posted by Malkior

  1. @zybl2 Thanks! That helps a lot. Unfortunately, it still leaves me at the same conclusion I previously drew. Somehow the addition of the droid model files is causing the animations to interfere with eachother. Unless I know how they are being added to the game engine, I can't really tell how they're conflicting. Additionally, since no one has reported having droid animation problems, I'm lead to believe the problem is local.. ergo a mod I installed. Still I don't know of any mods that add model files or specifically the Protocol Droid. The only other possibility is that one of the .2das is overwriting something I have already installed, but unless it specifically edits the Protocol Droid, then it's extremely unlikely. Edit_ I have been testing some ways to solve the problem on my own. I deleted each model file one at a time and then both, to find my problem seems solved. However, when either of the model files are deleted, there is a superb anomaly in the model in the form of massive spokes (stretched geometry) extending from the droid in various angles, while the animation runs as it does without issue. This has since lead me to believe, that somehow a script is messing up how the Protocol Droid animation is handled.
  2. Malkior

    Requests

    @Axl Dave Here's my first swing Did you want the Arms the Brownish color, or silver? Also I can tone down the legs if you want.
  3. You know, on the note of that, what does M478-EP change, exactly? Normally I reference the change.ini of a mod to see what I need to do in order for it to work, but all I get with this mod is an .exe file. I'm getting a few (nearly) game-breaking issues for me ...(that is, they're so annoying, I feel compelled to uninstall it.. no blackscreens or anything, it just makes playability nearly zero for me) that I can't get rid of unless I know what it changes. I installed all of my mods (from the original list of compatible files for TSLRCM-1.8, if that helps :|) before I downloaded and installed 1.8-2 and M478-EP respectively. (My problem stems from the protocol droid models overwriting animations, but that's all I can decipher.) Other than that, I can't really tell what I have installed that could even theoretically cause conflicts. Thus my dilemma.
  4. Since this references Korriban, is DarthInsidious's Tomb of Azgath N'Dul (with most recent version/fixes) compatible with M478-EP?
  5. OH Heck to the no. If they bring them in, they better find a good writer who knows at least half of the character quirks or details. You can kick Traviss out of star wars canon and from making books, but NO Way can they start writing for her characters! I know my vote mean egg salad to most of the Clone Wars staff and that they've been running roughshod through practically everything else I hold dear (Malistare and the addition of the ZilloBeast, anyone?), but eventually someone has to draw a line on what is decent.
  6. I like many of the elements you included in your plot. First of all, the private investigator sounds like an interesting route; although, that seems a tad linear for the main character. There could be something else to your mission, so it isn't impossible. Second, I really like your grasp on galactic events and how the galaxy goes to confront the sith lord. The game would signify the end of subtlety and that the true power the sith wielded would be brought to conquer it. Lastly, and this is the most important part to me, I absolutely endorse your point that the EXILE IS USED TO DEFEAT THE SITH LORD. I don't think the exile being a wound in the force (or an absence of it) has any greater purpose than to be used to combat someone who is stronger in the force than any other being in their known galaxy. In support of this is that Revan would eventually have to use the Exile as the only and greatest tool in order to defeat the very sith that was able to subdue or at the very least force him to attack the republic. Also given Revan's penchant for using people as tools, this seems like an all but perfect fit. This is how you would link all of the Kotors together without being a jerk about it. (If they really wanted to make their MMO, then maybe Revan failed to kill the Sith all the way, or perhaps Revan got the help from a different Sith who took over after him.. It would have worked fine without the stupid "everyone dies" scenario) My tangent aside, I liked what you did at this part the most. The only things I saw wrong were, first of all, Nihilis was weak because he got taken over by the dark side and its leech ability. In order to be a Sith master, He, (I believe Astaroth was the name you gave the main master) would have to have been so much more cunning and in full control of his faculties. His only weakness would be his desire to rule everything which would put him at odds with Revan. He would be more master manipulator I would think, than just an ancient sith.( We had that with Marka Ragnos in Jedi Academy, and he was so weak that some punk student could beat him.) My point is, the living forever character archetype would never be able to defeat Revan at his most prime talent; that is, outsmarting him with his mind. The main sith Master would have to be able to get into Revan's head and defeat him from the inside. Otherwise, Revan would never have been captured and "turned". The second thing that I'm not entirely sure about is all of the Sith trying to convert our Jedi. I mean,, I can see Jedi giving a Sith a second chance, but unless the Sith is a Revanchist, they wouldn't want anymore competition. It just makes no sense considering the source material. It would also be a tad monotonous from a gameplay standpoint, if you keep hearing force users go "Join Me" ever two seconds. The way Kotor converts you is through your choices in everyday dealings. Kill some guy for no reason; dark side points earned. Save another from certain doom; light side points. Don't get me wrong though, there would at least be a few chances to be fully recruited, but that would more likely happen if they measure your LS/DS leanings. Heck, normally in these types of games you don't need to be personally recruited. Just take the right job for the right people and you start your path toward whatever group you're more likely to join. Also, if you were writing a new Kotor game you would need to think of companion characters and how they relate to your overall plot. After all, even in narrative, the Kotor series (normally) prides the companions as much as the main player and makes them just as much a part of the story. However, other than those few reservations, I like where you're thinking from. It definitely would have tied a neat little bow on all of the dangling plot threads that Obsidian and Bioware threw out and never tied up. Plus it would have achieved what a Kotor game is supposed to: Start your character as a witness to galactic events and then make them the centerpiece of the greatest galactic battle that you can create! Edit__ Uhm this is a bit more a review than just reading it. Sorry if I sound pretentious.
  7. Ah okay. I was reintegrating your mod after another one changed most of the droid values and had already finished the yacht section, so I wasn't 100% sure that they weren't replaced. Unfortunately, during the cinematic, I remember more than just one droid showing up. Are they all supposed to be party-GOtO?
  8. Malkior

    Requests

    uhm I need to know which (cartesian?) coordinates in each module that the pictures were taken at. I have two that I can get extremely close to the originals, but the coordinates for the pic at the docks still eludes me. @ HH Eh.. It's looking like so much trouble to go through otherwise.. I may have to settle with that.. :| Hmm.. but for what it's worth, would I ever be able to make a new soundset? (through reverse-engineering an existing one) is that possible? I saw the Bantha sounds were sitting unused in the .wav files, but with no soundset pointing to them. Edit_ I ... Er.. I tried to edit the soundset through the App.2da, but it refuses to work. What file do I edit to make it happen?..
  9. I greatly enjoy using your mod for the reasons I stated earlier; basically he is more useful and worthy of his constant death-threats to boot! I only have one question/request. Could you maybe consider making the Current melee iteration of GOTO unique? I was recently watching the Nar-Shadaa introduction cinematic, and having a bunch of clanking droids just doesn't seem GOTO's style. I figured he'd have left his special model for the exile to use; not an entire armada of them. My reasons for this are ...basically appearance based. First, they really do clash with the HK50s if there are four of them and four nearly identical of GOTO's; this also contradicts his need for HK50s if he already has mass-produced his own guards to do the same. Second, the appearance of large clanking droids takes away the air of mystery from the whole sequence. The look of a bunch of interrogator-looking floating globes makes the viewer wonder, "who is G0T0? Is he a man controlling these floating guards.. or could they be something else?..." These are my only real reservations. I like the mod a lot, but this one thing irks me. Other than that, is this mod compatible with the High Level Force powers mod? If not, that would also be a request...
  10. Malkior

    Requests

    Regarding your previous statement, I was planning to use anything from the Rancor to the Tukata. My problem is, I don't know how to swap out the sounds that the zakkeg makes no matter how hard I try... As per your own request, I can do that, but I need to either know what location that those were taken from, or what specific coordinates.
  11. Malkior

    Requests

    I've another request. Basically they done the Zakkeg seriously bad. Not only does it have a miniscule sized model (of which I've been trying to fix, unfortunately gmax baffles me in its ways of properly exporting my resized model), but it also uses the Kath Hound soundset of all things! I looked everywhere in the files, but have no leads on what to do in order to change its soundset. I require a good method or whatever it takes to get the Zakkeg soundset changed into a custom sound which I can edit. Unless that isn't possible through the source code, in which case I can settle for just changing it to anything other than the inappropriate kath hounds. (If anyone has a link to a good gmax model edit tutorial, I'd highly appreciate it too.)
  12. Neat Well, that's cool then.
  13. It made my display window smaller (Have to play in windowed mode: 1600 x 900 monitor) if that makes any sense.
  14. kotor_tool_setup.exe, right? I think I've got it. PM me please if still interested.
  15. @Lord Byron No problem. I'm glad you brought up the topic. I've been lurking all over other articles, and they're all too old to reply to. Also, your description of what could have been with the whole Zaalbar/Hanharr thing sounds really cool. I'm actually curious how that would have played out... Definitely would have given Hanharr more of a role than just the antagonist to Mira and more of a mastermind to spread his anger (hatred).
  16. @ADG12311990 With all due respect, the issue of canon is not the fact that TOR exists. The problem has arisen from Bioware and Lucasart's utterly deplorable treatment of the original KOTOR storyline. In the version written in that abominable novel, Revan is downgraded to minor villain who can't even manage to stand up to his "master", let alone stop him. All of his companions aren't even mentioned and Bastila has no role other than (you mentioned you wanted to read it) Lastly, the writer went one step further and decided to ..(trust me, it's bad) to show how (unstoppable: read, "bad") their newest Sith emperor of the week is. Suffice it to say, whenever this is used for "shock value", it's a result of bad writing..not some interesting plot twist; just bad writing. The disease runs further, though. Instead of leaving Kotor III alone to exist in some unmentioned dimension, they have the gall to make this drivel "official canon" and even make sure that everything after it matches up. They input the result of this utter disregard for fandom in their newest MMO and thus use it for its marketing. They literally threw away everything they built up with their fanbase in the past to propagate what they wanted to make money off of. (and also dashed our hopes in the same stroke) TOR is its own canon, but it had absolutely no right to interfere with KOTOR's... Other than that, I have no problem with TOR. ..... Sorry about that, the original discussion was actually about how canon was forced on us, but it had to be said. __edit De-spoiler-afied the phrik out of my post .. and tried to get back on topic... man, it's late.
  17. I really didn't mind the cameos. (Provided they wouldn't show up if you killed them....or Carth in your version of Kotor I) They actually explained what at least two members of your original crew were doing after those (4?) years. I don't like how they approached it, but the cameo gave Kotor 2 more of an identity as a true sequel rather than spin-off. If anything, I would have liked to have known what happened to the others who weren't even mentioned. (such as Zaalbar, President of Kashyyk! with Mission as his..I don't know, Secretary of Defense or something.. ...and, seriously what ever happened to Juhani?)
  18. I agree that canon does help solidify a game universe, but when it rewrites existing canon as happened in TOR's case, then it ceases to be a mere establishment of canon and more of a whitewashing of it. What Obsidian did with TLS was rather brilliant actually. They added more detail and content to the original KOTOR, but made sure that it was ambiguous enough that it did nothing to destabilize what it had already happened (or had the potential to happen) It literally gave you the choice of whether your character saved the galaxy or tried to destroy it and even let you choose which gender Revan was. Unfortunately as is the case with TOR, they completely did away with these potential experiences and simply said "NO, that's not how it happened. Our version is better and that's how it is." They did nothing to end the experience in any level of fairness to your ROLE PLAY and instead made it their version with no choice on your part whatsoever. It was like your favorite author wrote the first two books in a trilogy to the very climax of the story, and then the host company fires that author and writes it themselves. If anything, this is less canonical than the source material, since after Kotor I and II you are effectively the author through your choices in the gameplay. So they voted on who wanted what, but every single person who played the game should have equal rights to the content regardless of whether they are the majority or not.
  19. Okay. I'll definitely put that under consideration. I normally have the problem though of people not seeing the mod as being a significant difference compared to vanilla assets, and so I thusly tried to go as far as I could visually with this one. If the shininess is too extreme for most's taste (IE oiled-up), then I can definitely release an update to that effect. (BTW the alpha is actually near white, Citadel Station and Nar Shadaa just have extremely dark lighting ) However, I was actually wondering if the Toydarian looked alright to you. I gave it my best shot, but it still irked me when I looked at the coloration in the screenshot. Additionally, would it be more preferable for the white Twin Sun to have the tattoo that is currently on her navel on her back instead? I personally am not entirely sure which looks better, but I am interested to know what everyone else thinks. If there's anything else I should work on to make it better, please let me know...
  20. I hate to say it, but did you install TSCLRM 1.8 first? Because TSCLRM 1.82 seems to be a patch..
  21. Okay, let's just say I have a friend, and this friend happened to install M478-EP with the idle assumption that all of the mods proven compatible with TSLCRM 1.8 were in fact, compatible with M478-EP. Two mods from that compatibility list have been proven to conflict with the changes that it makes. (These being, The Jedi Temple Mod and my personal experience suggests the GOTO overhaul mod) With this in mind and due to the amount of thing that M478-EP changes, would there perhaps be a way that either someone from the team or a group of people could create a thread that lists all compatible and incompatible mods with it? I'm thinking that even the mods compatible with TSCLRM will also have to be considered. (BTW, GOTO threatening me as a construction droid was priceless )
  22. Got some weird glitch where the protocol droids are twitching uncontrollably in conversations. I just installed M4-78 EP right after the 1.8.2 patch for TSLCRM and they started acting up. I have no mods that alter the Protocol Droids, so that's my first guess. (However, I never reinstalled any of my other mods after installing those two... Are there any known mods that have to be installed after this one or else they conflict?) The behavior I'm seeing seems like the droid is trying to do the normal conversational animations, but keeps interrupting itself with the typing animation and ends up struggling to do the two at the same time, mid convo.
  23. File Name: Aliens Redetailed Mod File Submitter: Malkior File Submitted: 29 Dec 2012 File Category: Skins This mod has actually been in the proverbial pipes for quite some time now. Thanks to some extensive help from Kyrie on the forums, it can finally see the light of day. What is this mod, you ask? Well it was originally a mass retexturing of all of the alien eyes to better match those seen in the films by getting rid of those irritating painted-on eye specular shines once and for all. This being done by making the specular shine via alpha layers and cubemaps rather than a diffuse texture. The coolest part about this is, the eye reflections are fully dynamic, and if you alter the angle that you look at them, they will actually move across the eye. However, time has duly marched on, and since then, I have been adding more things to my modifications as well as fixing small visual things such as: giving the Boma a punch-through modifier and alpha map to its teeth, so you will now be able to see-through them, the Toydarian now actually having some (albeit painted-on) clothes and no longer being naked in the middle of the street; thus confronting a problem which always disturbed and confused me, the Aqualish having shiny tusks and eyes (for visual effect), and the Twileks having shiny skin (more akin to the movies) Also included in an optional capacity, are a few experimental reskins that I wasn't comfortable forcing on whoever downloaded them as they are purely a matter of taste. These include a CM_Baremetal/Specmap revision of Luxa to which she now has shiny skin (that zeltrons typically have in the EU), some tattoos added to the Twin Suns to give them some identity (A collegue told me that "real" assassins wouldn't have such obvious markings, but I like them anyway, personally), and a recoloration of the Gamorean thugs to a more green and color-saturated look. (examples of these are in the screenshots) All of that said, I hope you like how this mod looks; and that the visual effects it provides will make alien encounters and cantina sequences more cinematic and cooler to look at.~ Click here to download this file
  24. Version 1.0

    5,354 downloads

    This mod has actually been in the proverbial pipes for quite some time now. Thanks to some extensive help from Kyrie on the forums, it can finally see the light of day. What is this mod, you ask? Well it was originally a mass retexturing of all of the alien eyes to better match those seen in the films by getting rid of those irritating painted-on eye specular shines once and for all. This being done by making the specular shine via alpha layers and cubemaps rather than a diffuse texture. The coolest part about this is, the eye reflections are fully dynamic, and if you alter the angle that you look at them, they will actually move across the eye. However, time has duly marched on, and since then, I have been adding more things to my modifications as well as fixing small visual things such as: giving the Boma a punch-through modifier and alpha map to its teeth, so you will now be able to see-through them, the Toydarian now actually having some (albeit painted-on) clothes and no longer being naked in the middle of the street; thus confronting a problem which always disturbed and confused me, the Aqualish having shiny tusks and eyes (for visual effect), and the Twileks having shiny skin (more akin to the movies) Also included in an optional capacity, are a few experimental reskins that I wasn't comfortable forcing on whoever downloaded them as they are purely a matter of taste. These include a CM_Baremetal/Specmap revision of Luxa to which she now has shiny skin (that zeltrons typically have in the EU), some tattoos added to the Twin Suns to give them some identity (A collegue told me that "real" assassins wouldn't have such obvious markings, but I like them anyway, personally), and a recoloration of the Gamorean thugs to a more green and color-saturated look. (examples of these are in the screenshots) All of that said, I hope you like how this mod looks; and that the visual effects it provides will make alien encounters and cantina sequences more cinematic and cooler to look at.~
  25. I know I don't like to present problems for you this close to the release of 1.8.2, but I had a few little things I noticed in my last playthrough on Nar Shadaa. First of all, (I thought it was hilarious personally) when Kreia decides to bludgeon Bao Dur at the beginning part of the Red Eclipse incident (I'm trying to stay vague to avoid spoiling it for someone who's never seen this part) anyway, She says her line and proceeds to gut punch him, but instead of a passing out animation, Bao just equips a shield and stands there. He continues to stand until the scene changes locations and is then shown on the ground, presumably unconscious. At the end of the encounter, I met visas for the first time (I was visiting Nar Shadaa first, so this is where she tries to attack me or whatever) and for me, the animation for her lightsaber ignition is missing. She stands still and while the lightsaber ignition sound is played, nothing happens. However, she does fight me with her lightsaber, so it is only missing for that particular animation. Another thing I noticed during this playthrough, was that if I were to ask how to play Pazzak from Atton again, I could never beat him. That is, when I chose to Draw another card at the end of a round rather than standing, I would get the tutorial pop-up, but pressing Draw another Card on the pop-up does nothing and the only way to complete the game is to forfeit. I guess it really only applies if someone wants to beat Atton at the tutorial for their own odd reason, but it was still I guess, irking...? And now that I remember it, at Lupo's swoop gallery, when or if you decide to trash Lupo's racing droid, the Rodian and Duro racers aren't reacting to what has happened. The Rodian still thinks that there is an unbeatable droid and that (she?)'ll never be able to leave Nar Shaddaa. And the Rodian is his same kind of crazy, but he still thinks the droid is a contender. Both of these sentients are doing this while the droid is laying in a smoking heap not two meters from them! I noticed this because I wanted to give my prize money to the Rodian (for LS points ) so that S/he can finally leave, but couldn't.