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CapitaineSpoque

[WIP] ZobiZob's playground

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Hi everyone ! 👋

I started modding 9 months ago and felt like creating a topic to centralise all my humble wip stuff. For extra context, i didnt have a single clue about code or the game files back then. Thx to the whole community tho, i'm getting better and better each days. I have several projects ongoing (maybe a bit too much than i can chew 😄), so it won't be centered around something in particular, but at least you can see what a beginner can perform with basic knowledge. 

Hand to hand combat

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Alien Heads :

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Kotor Cinematography Overhaul :

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Taris upper city fast travel :

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Deployable turret item :

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Resized beast models :

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Explosive script :

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New blaster type/color/sounds :

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Manaan underwater panel texture test :

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Lego Star Wars models

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Wookie bandolier item/disguise :

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Non-jedi prestige class

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T3-M4 is a Workbench

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T3-M4 shock arms

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I have some nice stuff going on, everything is WIP and not close to any release yet. I'm playing around a lot with the game. Things like varied music for levels using TSL musics, TSL model ports, custom npc models using masks/armor pieces, new modules, fightable rancor encounters on Taris and much more ... I can't wait to pack the stuff into standalones and release it. Atm nothing yet, i'm going with the flow 🥳

 

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  On 9/23/2024 at 8:59 AM, CapitaineSpoque said:

Hi everyone ! 👋

I started modding 9 months ago and felt like creating a topic to centralise all my humble wip stuff. For extra context, i didnt have a single clue about code or the game files back then. Thx to the whole community tho, i'm getting better and better each days. I have several projects ongoing (maybe a bit too much than i can chew 😄), so it won't be centered around something in particular, but at least you can see what a beginner can perform with basic knowledge. 

Welcome to the club, and from what I can see you've already advanced in areas in 9 months that I haven't in almost 9 years :laughing:

 

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Taris upper city fast travel :

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I'm not sure if you're the same guy I told this to on Discord, but are you aware of the "Swoop Droid"? Not the one that spawns on the Ebon Hawk on the Xbox, but the actual Swoop Droid that was fully voiced and has leftover VO in the game files. Maybe you can use the VO to your advantage here.

 

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Deployable turret item :

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I hope you add an option to pick up the turret once you're done with it, and maybe a limit too so the player doesn't just add a thousand turrets to kill a boss. Maybe have it so that you place one down, you lose the turret item, you can speak to the turret out of combat, you pick the dialogue option to "Pick it up", it removes the turret NPC and you gain the turret item again.

 

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Resized beast models :

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Now that is an interesting concept. You might want to adjust the Ritual Beast camera so it shows the enlarged Terentatek.

 

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Explosive script :

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Now that might be a fun thing to add randomly throughout the game, depending on whether or not it makes sense for something to explode. Maybe you can lock one of the grenade footlockers and if you bash it it explodes.

 

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Zabrak Head models :

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So I was personally was going to do this for an alien NPC mod I have planned, the install would be modular meaning you could hypothetically install Zabraks and no other species.

 

But unlike your mod, I was going to use reskins of Bao-Dur's head and I was going to have them strategically replace pre-existing NPCs in the game. For example, the Exchange Debt Collector in the Lower City or one of the Bounty Hunters in Zax's office who I'd deck out in Zabrak gear, this way the Zabraks would speak English and wouldn't need any TOR Zabrak lines.

 

Are you planning on merging Inyri's horn mask item with the head model itself? If you are would you consider making some female Zabraks as well?

 

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Manaan underwater panel texture test :

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I like that, but my only concern is that you may have to make multiple versions for different screen resolutions.

 

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Lego Star Wars models

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Cursed!

 

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Wookie bandolier item/disguise :

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I do like the idea of this! What sort of stats do you have in mind for the bandoliers? How many bandoliers do you plan to have? Is it possible to have the bandoliers be equipable in the armor slot?

 

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custom npc models using masks/armor pieces

So... like merging Davik's head with his visor so you can see him wearing his mask for example?

 

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fightable rancor encounters on Taris

This one sounds dubious to me, though I'm sure what you have in mind for this mod idea is better than what I'm imaging.

 

  On 9/23/2024 at 8:59 AM, CapitaineSpoque said:

I can't wait to pack the stuff into standalones and release it. Atm nothing yet, i'm going with the flow 🥳

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  On 9/26/2024 at 2:53 AM, N-DReW25 said:

Welcome to the club, and from what I can see you've already advanced in areas in 9 months that I haven't in almost 9 years :laughing:

Ty ☺️

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

I'm not sure if you're the same guy I told this to on Discord, but are you aware of the "Swoop Droid"? Not the one that spawns on the Ebon Hawk on the Xbox, but the actual Swoop Droid that was fully voiced and has leftover VO in the game files. Maybe you can use the VO to your advantage here.

I think i didn't know that, nice tip !

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

I hope you add an option to pick up the turret once you're done with it, and maybe a limit too so the player doesn't just add a thousand turrets to kill a boss. Maybe have it so that you place one down, you lose the turret item, you can speak to the turret out of combat, you pick the dialogue option to "Pick it up", it removes the turret NPC and you gain the turret item again.

Absolutely ! I also had an idea to do the same thing for placeables (wanted to do a bit of Housing inside the Ebon Hawk), but judging by how badly AI reacts to geometry with their pathfinding, i dropped the placeable idea. I think a smart player could create some weird interactions to break encounters. It definitely needs to be balanced around this fact (and not to lock the player in areas ofc) 👍

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

Now that is an interesting concept. You might want to adjust the Ritual Beast camera so it shows the enlarged Terentatek.

Indeed. I need to fix a bit the animations too, maybe get rid of the animations and tie it to the basic model as a supermodel. Idk why the Kinrath one is especially hard to play around compared to the tukata one which works perfectly. Anyway, maybe i'm just still a bit unskilled tbh :D 

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

Now that might be a fun thing to add randomly throughout the game, depending on whether or not it makes sense for something to explode. Maybe you can lock one of the grenade footlockers and if you bash it it explodes.

Originally, i wanted to add a new placeable (something like a futuristic gaz/generator), but due to the placeables limitation in K1, i dropped this idea. I think it is possible to add an animated spark placeable from the base game, so i could tie this spark to a desired placeable and make it an "unstable something". Swoop engines could fit too. 

Your idea with the grenades is pretty cool ! However atm the way my script works is OnDeath from the placeable. I wonder if i could make it so the script plays, but does not delete the footlocker while also deleting some of the items inside the footlocker ? Which leads me to an interesting track : Editing each bashable locker from the base game to replicate the bashing mechanic from k2.

It would be cool to randomize as much as possible the effect, to make each playthrough more unique. I need to get my hand on how to randomize stuff through scripting, with my actual items rework and stuff it makes it too much of a linear experience (as i edit what is contained inside the placeables). Anyway, another idea ^^

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

So I was personally was going to do this for an alien NPC mod I have planned, the install would be modular meaning you could hypothetically install Zabraks and no other species.

But unlike your mod, I was going to use reskins of Bao-Dur's head and I was going to have them strategically replace pre-existing NPCs in the game. For example, the Exchange Debt Collector in the Lower City or one of the Bounty Hunters in Zax's office who I'd deck out in Zabrak gear, this way the Zabraks would speak English and wouldn't need any TOR Zabrak lines.

Are you planning on merging Inyri's horn mask item with the head model itself? If you are would you consider making some female Zabraks as well?

 I was thinking about replacing some human npcs to get some human voicelines too, just did not know which one to replace yet. I tried importing Bao Dur's head aswell, but i couldnt get around his lips being constantly open, and when i was about to fix it i messed up with his eyes/eyelids and ragequited 😅

that's exactly the plan, i made it so the horns mesh better with the texture, so maul has got his own set of horns, same for some of the texture variants i displayed. I wanted to do it for females aswell, but i didnt find a good quality reskin for one of the female heads. There was one but it was kinda poor. I'd love to bring female zabraks too, just dont have any good texture yet. If you have one i could do this :) 

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

I like that, but my only concern is that you may have to make multiple versions for different screen resolutions.

Interesting to know !

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

Cursed!

Id like to introduce a Rodian seller in upper city which sells kind of touristic items, like sunglasses, mp3 player, and i figured i would pack the lego items aswell as "toys". The lightsaber would do toy sound effects, deal 1 single point of damage, same for a lego blaster i got in store. Another idea i have in mind but needs a good execution. Maybe make a playable lego character could be fun too. I like curse 😈

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

I do like the idea of this! What sort of stats do you have in mind for the bandoliers? How many bandoliers do you plan to have? Is it possible to have the bandoliers be equipable in the armor slot?

A single point in defense atm, there is room for other variations but i only have 1 atm. Idk how multiple disguise interact with one another when equipped (armbands here). Idk if it is possible at all, but it could make things easier i guess. 

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

So... like merging Davik's head with his visor so you can see him wearing his mask for example?

Indeed, twitch could get his own visor too on Taris, bring some npc diversity.

  On 9/26/2024 at 2:53 AM, N-DReW25 said:

This one sounds dubious to me, though I'm sure what you have in mind for this mod idea is better than what I'm imaging.

I recorded a quick showcase of my wip even tho it needs a lot of polish especially regarding scripts (maybe turn the rakghouls from neutral to enemies upon destroying the cages and give them sleep animation ?), atm i wanted them to walk toward the corpse pile to attract the rancor but they do not seem to move yet Rancor concept

Why tweaking the rancor encounter in the first place ?

To me, the synthesized odor plot is way too easy, it feels cheap to one shot the big boy with very low and linear decision making. Same thing if you want to kill him, he has instakill claws, and you gotta lay 10+ mines which feels equally as cheap as the first solution. This encounter provides only 2 different options and personnaly, i think this encounter deserves to be way more impactful.

How to provide more layer for clever decision making ?

- Modifying the odor plot. The datapad will now be found among the corpses (not in the corridor). The datapad will hint that the beks came with the synthesized odor to kill the rancor. A new journal entry will trigger with something like "The bag containing the odor must be somewhere". I laid out 2 destructible junkspeeder where you could previously walk to shoot the rancor for free (he cannot go there in vanilla while you can). Under 1 of these speeders there is the synthesized odor. So now, for the "easy way", you have to keep the rancor busy while bashing the area looking for the odor. IMO, way better than just grabing the thing for free and get rid of the big boy without any gameplay whatsoever.

- Add new layers of depth :

-> The factions have been edited and corrected in this area, meaning the gamorreans, the rakghouls and the rancor have their own standard faction and will fight each other. If you're good enough, you can bait some of the creatures from the level into the rancor's lair.

-> Caged rakghouls are now displayed in the lair, you can free them by destroying their cage. If you do so at range, they will not attack you directly but walk toward the rancor (which give you extra time to bash the speeder)

-> Some broken droids can be repaired in the area to assist you (but they each have a permanently damaged part : 1 cannot move, 1 is more fragile, the other one cannot shot, and so on, so you have to pick which one you wanna use)

-> I'd love to introduce a "slave" npc with some basic lines, that you can free or not and that can help you. 

-> I'd like to create iterative damage so maybe you can set a zone on fire or something and make the rancor walk inside it to damage him over time ?

Also, the stats for the Rancor have been adjusted so he does not instakill anymore but deals something like 40 physical damages and he regenerates a lot over time also which incentivize player to go all in to take him down. He has got some nice resistance so you can no longer os him with mines, but he's vulnerable to sonic. Also i want to make it so if you kill him yourself without the odor, you get a nice trophy that sells for 1K credits or sth.

A long answer but maybe you can better see what i was intending to do. 

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  On 9/26/2024 at 6:12 AM, CapitaineSpoque said:

Anyway, maybe i'm just still a bit unskilled tbh :D 

You'll get there if you keep at it.

 

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I think it is possible to add an animated spark placeable from the base game, so i could tie this spark to a desired placeable and make it an "unstable something". Swoop engines could fit too. 

The animated spark I think is a placeable in its own right, though if that doesn't work there might be a spark VFX effect that could be applied to the placeable.

 

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Your idea with the grenades is pretty cool ! However atm the way my script works is OnDeath from the placeable. I wonder if i could make it so the script plays, but does not delete the footlocker while also deleting some of the items inside the footlocker ? Which leads me to an interesting track : Editing each bashable locker from the base game to replicate the bashing mechanic from k2.

Either I'm confused, or you're confused. I'll re-explain my idea so the core concept sticks - the grenades would be inside the Footlocker, if you used security you would be able to obtain the grenades, if you instead bash the footlocker and took its HP to 0 it would, upon "death", explode and the Footlocker would be deleted... it does that because it is the "grenades" inside the Footlocker exploding.

 

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 I was thinking about replacing some human npcs to get some human voicelines too, just did not know which one to replace yet. I tried importing Bao Dur's head aswell, but i couldnt get around his lips being constantly open, and when i was about to fix it i messed up with his eyes/eyelids and ragequited 😅

Admittedly, I didn't even bother fixing the open mouth bug. I've ported other hands and I'd get that same bug except it's graphically worse and the lips don't move at all, since Bao-Dur's lips do move that was enough to satisfy me.

 

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that's exactly the plan, i made it so the horns mesh better with the texture, so maul has got his own set of horns, same for some of the texture variants i displayed. I wanted to do it for females aswell, but i didnt find a good quality reskin for one of the female heads. There was one but it was kinda poor. I'd love to bring female zabraks too, just dont have any good texture yet. If you have one i could do this :) 

I think you should first look into a bald female head, the best one in the game is PFHC05. All you'd need to do is chop off her ponytail, reskin the shaven hair bits and, in your case, apply the horns.

 

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Id like to introduce a Rodian seller in upper city which sells kind of touristic items, like sunglasses, mp3 player, and i figured i would pack the lego items aswell as "toys". The lightsaber would do toy sound effects, deal 1 single point of damage, same for a lego blaster i got in store. Another idea i have in mind but needs a good execution. Maybe make a playable lego character could be fun too. I like curse 😈

A single point in defense atm, there is room for other variations but i only have 1 atm. Idk how multiple disguise interact with one another when equipped (armbands here). Idk if it is possible at all, but it could make things easier i guess. 

That could work, actually.

 

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Indeed, twitch could get his own visor too on Taris, bring some npc diversity.

That may cause more trouble then you think if you're thinking of giving Twitch a mask.

 

It'd be incompatible with High Quality Rodians and it could be incompatible with mods like Effixan's Arena mod or Galaxy of Faces that gives him a unique appearance.

 

Not to mention a full face mask wouldn't work, a visor over the eyes probably wouldn't work and I doubt a Neural Band type mask would work with all of his animations. Plus, even if it did work how do you know the mask won't be gigantic in comparison to the little Rodian head? (Though I suppose you could just shrink it if your beast mod is anything to go by.)

 

But generic human NPCs, Twi'leks and possibly even Duros are PRIME real estate for this.

I'm not sure if you knew but there's a bug in the game engine where if an NPC is wearing a mask and a player is wearing a mask then the NPC's mask will be rendered invisible. This bug can only be prevented if the mask model is physically merged with the head model in question, so for example Davik's head would have his visor on it as part of his head model and not as a seperate model like it works with the players (It would be possible to set it up so that Davik's 1st encounter uses his normal head and his hangar encounter uses his visor head).

 

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  On 9/26/2024 at 2:30 PM, N-DReW25 said:

Either I'm confused, or you're confused. I'll re-explain my idea so the core concept sticks - the grenades would be inside the Footlocker, if you used security you would be able to obtain the grenades, if you instead bash the footlocker and took its HP to 0 it would, upon "death", explode and the Footlocker would be deleted... it does that because it is the "grenades" inside the Footlocker exploding.

I got ahead of myself. You're right for the grenade footlocker. Tho im gonna experiment some scripts around "OnUnlock", "OnOpen" and stuff to see if i can come close to K2 bash system.

  On 9/26/2024 at 2:30 PM, N-DReW25 said:

Admittedly, I didn't even bother fixing the open mouth bug. I've ported other hands and I'd get that same bug except it's graphically worse and the lips don't move at all, since Bao-Dur's lips do move that was enough to satisfy me.

Fair enough, tho i totally believe its fixable. I was so close, if someday i'm back at it i could pull it out. I'd have to check if it does not create other problem through conversation tho.

  On 9/26/2024 at 2:30 PM, N-DReW25 said:

I think you should first look into a bald female head, the best one in the game is PFHC05. All you'd need to do is chop off her ponytail, reskin the shaven hair bits and, in your case, apply the horns.

Ye i need to get the texturing part. Atm im only editing preexisting ones.

  On 9/26/2024 at 2:30 PM, N-DReW25 said:

That may cause more trouble then you think if you're thinking of giving Twitch a mask.

 

It'd be incompatible with High Quality Rodians and it could be incompatible with mods like Effixan's Arena mod or Galaxy of Faces that gives him a unique appearance.

 

Not to mention a full face mask wouldn't work, a visor over the eyes probably wouldn't work and I doubt a Neural Band type mask would work with all of his animations. Plus, even if it did work how do you know the mask won't be gigantic in comparison to the little Rodian head? (Though I suppose you could just shrink it if your beast mod is anything to go by.)

 

But generic human NPCs, Twi'leks and possibly even Duros are PRIME real estate for this.

I'm not sure if you knew but there's a bug in the game engine where if an NPC is wearing a mask and a player is wearing a mask then the NPC's mask will be rendered invisible. This bug can only be prevented if the mask model is physically merged with the head model in question, so for example Davik's head would have his visor on it as part of his head model and not as a seperate model like it works with the players (It would be possible to set it up so that Davik's 1st encounter uses his normal head and his hangar encounter uses his visor head).

 

Well, i already did and it works well atm. I just renamed the geometry for the objects i tied to his head. I manually adjusted the size and stuff, it works with his animation because it is tied to his head. The textures from the visor remains the same as vanilla. I have a reskin for him i think, but i could make it so the texture applied to twitch remains the same as vanilla (for any visual remake). I'll have to check with a different appearance row and the duel arena mod.

The only thing is that LoneWanderer told me there was lot of memory leaks for kotor, so i need to be careful about models bearing multiple textures, long playtime = gamecrash, especially with the uber HQ textures we got now.

You can check the twitch model

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Regarding mod compatibilities, i'll try my best. Not easy to make "anything" compatible. But simply editing the appearance row would be ok right ?

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I saw a few of your vids before this topic was made, mainly your explosive script test.

That terentatek mod is perfect at 1.5X. That should be their canon size should have been, I think or close to it. They're not able to take on full grown Rancors but they definitely should be a little bigger than the Rancor youth. That camera view for it on Kashyyyk is also perfect. No model clipping with the angles but it's super close to its open jaw while it roars, a really cool shot!

I'd eagerly await a mod for a 1.5x resize version of it. 

Everything else is incredibly cool and/or a really impressive start to something potentially great. Keep it up

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  On 9/26/2024 at 4:46 PM, CapitaineSpoque said:

Ye i need to get the texturing part. Atm im only editing preexisting ones.

So you'd have a model you can show as a proof of concept?

 

  17 hours ago, CapitaineSpoque said:

The only thing is that LoneWanderer told me there was lot of memory leaks for kotor, so i need to be careful about models bearing multiple textures, long playtime = gamecrash, especially with the uber HQ textures we got now.

So you've merged two models into one (the Rodian and mask model) but it uses two different textures? I know some other mods that do similar things do it so that it uses one texture with one on the left and the other texture on the right.

 

JC's Czerka mod has a Czerka Rodian that merges the Rodian animations, Rodian hands and Rodian head to a Czerka body model and it handles the texture by having a Rodian on the left side of the texture and a Czerka texture on the right (or vice versa, but you get the idea).

 

DP's Scoundrel Clothes with Scout legs uses a similar method.

 

This might prevent any memory leak related issues if you can replicate this. 

 

  17 hours ago, CapitaineSpoque said:

You can check the twitch model

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Regarding mod compatibilities, i'll try my best. Not easy to make "anything" compatible. But simply editing the appearance row would be ok right ?

I have given you a list of reasons as to why it can't be done, and yet you've tossed my reasons out the window and demonstrated that I should've kept my mouth shut.

 

Those are amazing results! If you check Effix's distribution note on the main page, you'll see that he said "You can use the files from this mod in your own mod if you simply credit me". So that means, as long as you give credit to Effix as the original maker of the skin, you can outright use that skin in a "Twitch mod" that has the visor. I've done so myself for my Galaxy of Faces mod for compatibility reasons.

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  On 9/27/2024 at 3:48 PM, N-DReW25 said:

So you'd have a model you can show as a proof of concept?

Not yet, i had one but i think i deleted it. I took the bald Rataki head from a redrob mod i think at the time. I'm really moving from one thing to another atm, its not a very long thing to do tho if you want the model as a ressource.

  On 9/27/2024 at 3:48 PM, N-DReW25 said:

This might prevent any memory leak related issues if you can replicate this. 

Thank for the insights im gonna look into this !

  On 9/27/2024 at 3:48 PM, N-DReW25 said:

So that means, as long as you give credit to Effix as the original maker of the skin, you can outright use that skin in a "Twitch mod" that has the visor. I've done so myself for my Galaxy of Faces mod for compatibility reasons.

Absolutely ! Another project i have in mind, aside from video modding tutorials, would be complete showcases from the best mods out there, with some tips about installations/incompatibilities and stuff. Idk much about mod builds made out there, or even mod installers, i kinda fell into the rabbit hole to find any little gem and do things by myself (ended up modding myself lmao), so is it really useful or not to do these kind of videos im not sure.

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Kel Dor jedi general test

Kel Dor model from modder's ressource, jedi general texture from an old mod (i can find the link back i think)

So, as i want to give melee feats through scripting, i figured it would be cool to have some kind of "trainer(s)". I needed an alien, i figured a KelDor would do good for diversity. As a concept, he is a veteran from the mandalorian wars (hence the bao dur arm), teach the player about some "a jedi remains a jedi without his lightsaber" stuff, some lore about Malachor would be fancy. He would be on Dantooine somewhere with some students. Idk what could happend to him after Dantooine is bombed, maybe he flees to Manaan with some padawans. 

It would be incredible to have him as a recruitable character, however the bao dur arm wont fit for this unfortunately. I wish i could blend the bao dur arm texture with the armor/clothing textures.

 

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  On 9/30/2024 at 2:09 PM, CapitaineSpoque said:

Kel Dor jedi general test

Kel Dor model from modder's ressource, jedi general texture from an old mod (i can find the link back i think)

So, as i want to give melee feats through scripting, i figured it would be cool to have some kind of "trainer(s)". I needed an alien, i figured a KelDor would do good for diversity. As a concept, he is a veteran from the mandalorian wars (hence the bao dur arm), teach the player about some "a jedi remains a jedi without his lightsaber" stuff, some lore about Malachor would be fancy. He would be on Dantooine somewhere with some students. Idk what could happend to him after Dantooine is bombed, maybe he flees to Manaan with some padawans. 

It would be incredible to have him as a recruitable character, however the bao dur arm wont fit for this unfortunately. I wish i could blend the bao dur arm texture with the armor/clothing textures.

If that's DP's Kel Dor modder's resource, I do believe the head has a few problems when speaking to it as an NPC hence why it was released as a player head mod.

 

I don't quote me on this, but @DarthParametric has said in the past that he might release the ported TOR Kel Dor head from his Jedi Diversity on the Star Forge mod as a modder's resource to replace the old modder's resource at some point. Though when, or if, it's released is entirely when DP feels like it.

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  On 10/1/2024 at 2:54 AM, N-DReW25 said:

If that's DP's Kel Dor modder's resource, I do believe the head has a few problems when speaking to it as an NPC hence why it was released as a player head mod.

 

I don't quote me on this, but @DarthParametric has said in the past that he might release the ported TOR Kel Dor head from his Jedi Diversity on the Star Forge mod as a modder's resource to replace the old modder's resource at some point. Though when, or if, it's released is entirely when DP feels like it.

Ye ik something was not right with the jaw weight or something, tbh i didnt test this out extensively. I could strip the head manually from the diversity mod, or manually "fix" the animations, gonna ask DP at some point after some proper play test. Ty for pointing this out.

EDIT

  • So i tried to fix the jaw / respiratory mask animation, using skin weight. I didnt manage to do anything good. It is okay without the animation, but even a very slight movment would be welcome tho. 
  • I figured out how to edit uv maps, mostly looking at DarthParametric's Kel Dor ressource. So now i can blend the bao dur arm + the separate model into a single texture. So it shoud cause less memory leaks, and it allows the whole clothings/armor/robes customisation. 
  • Atm working on these things :

- Fixing the low res textures for armors/clothings (im gonna bring this to 1024x2048 and 2048x4096) and some model artifacts (especially hands) for the whole Kel Dor modder's ressource. There are also some uv mapping errors i need to correct after playtesting. Bring a basic texture to the hand model for every textures. 

Done ! The playable Kel Dor mod is out with a severed arm variant !

- Bringing the entire Bao Dur body model to k1, apply the arm texture with the same process as DP's Kel Dor ressource through uv editing to every armors/robes (grabbed his heavy model mod btw but gotta do my own thing for the jedi robes).

Done !! So now every vanilla appearances are supported with full armor robes clothing customisation. I took the scout as a base model, because it had the same animation property for Bao Dur. I made the fist animation from Bao Dur the unarmed melee attack with the model, so we can see bao dur arm in action. I will release this as a modder's ressource soon. You can check the result here Body model final result

- Finally, doing my own model blending the Kel Dor and the Bao Dur arm, and basically do the same process for the textures + apply uv maps.

Done aswell ! I fixed the uv maps for the kel dor model, fixed some missing parts for the armors also, and brought some nice 2048x2048 textures. The final result is pretty good ! The only thing is that there is something a bit wrong with the weapon placement in the kel dor hand from the modder's ressource, the only thing left to correct. You can check the result here : Kel Dor severed arm

I can't wait to bring my Kel Dor veteran with the close combat feat to give ! Now i feel like adding him as a playable character if Juhani is not in the party, would be great.

Making new model variations is so exciting, so many customisation options are possible ! Im gonna go back to extracting some alien heads, maybe try to get some rodian hands working to match the head. 

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Felt like posting for this new project, bringing some Halo weapons to the game.

Got some licensed models with high quality. I edited the textures to bring reflection, models to bring some bright where needed, played with aurora lights to bring dynamic lightings, i also experimented with JC's blaster visual effect models to make the projectiles similar to what's in Halo. I am very proud for the Needler especially. 

I also added lots of sounds extracted from my master chief collection to the custom ammunitions / melee sounds.

I tried to implement them in game in a Lore friendly way. The rakatan faction will use some ancient curveblade, and The One will wield the energy sword aswell. 

Finally, i played with the upgrade property. So now the energy sword and the needler are the only crystal upgradeable melee / ranged weapons (so cool for the needler especially, fits the weapon perfectly).

Needler

Plasma pistol and rifle

Energy sword and spiker

At some point, i would like to add the Needler needle as a new upgrade crystal for the lightsabers. Also, make the color customisation possible for the energy sword with color crystals, and doing scripts like the crossguard lightsabers to make T3 bind or unbind crystals to the base hilt.

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Feeling more confident about my abilities, i am starting my Kotor Expansion Pack project (basically new content/modules for k1 imported from k2) with this small piece. Starting small, but its a start : The crystal cave from k2 has been imported to replace the K1 crystal cave (i wish to bring the default crystal cave module to korriban). I fixed the placeables (the water drips were off in TSL originally for instance), i edited the sound to be a mix between k1 and k2 (there will now be TSL ambient music) and fixed some sounds misplaced originally (waterdrips again, 2 waterflow sounds in a middle of a corridor). I ported the entire crystals loot from k1 so no differences, i made every kinrath eggs bashable tho. I kept some rubbles here and there from k2. Not visible in the video but i brought my own placeables (few rocks, corpses, bees around the corpses ...). The dead mando is among the other corpses. Every corridor has a dedicated patrolling unit, to give a bit more life to the module. Kinraths have unique ranks, appearances and damages/effects. The kinrath hive is bigger (i decided to reduce my original edit, it works great now with the vanilla red skin), and if you attack the hive the whole nest comes at her location (the chaos is fun ! But i need to tweak this. Maybe call only the stronger units AKA Vipers/Stalkers). I still need to fill the last unused room, i think about mando / duros smugglers, extracting the crystals to sell them, but i dont know where to go yet. I think im gonna release a version with light edits to the unused room (place some corpses/kinrath or anything) and comes back there later.

Got the Duros breathing mask head for the smuggler encounter.

ZZZ.jpg.b79ee2a23c85ff65a7b590884990c273.jpg

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Allright, I settled down on my scenario idea for the unused room :

A lonely Duros scientist would be working there, the kinrath would not attack him (an idea i borrowed from TSL). He is held hostage by Sherruck and extract crystals for him, but he would initially introduce himself as a biologist. I already managed to script random patterns for him to perform in the cave when he does not talk to you (working on a bench, checking the caged kinrath, working on a metalbox, grabing food on the ground near the firepit), his heartbeat turns off when you converse, so nothing wrong here.

The duros lines would bear TSL voicelines, just for the extra variety value. Right now i am working on an absolutely extensive dialog tree (at least, this is the first one i do, and i feel it is ambitious) with a new quest, numerous options and outcomes :

- You have to gather clues to make the duros spit the truth.

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- The gameplay ideas.

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- The outcomes.

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I located some Canderous lines i can reuse to make him speak a bit during the conversation, as he is a mandalorian it is fitting. At some point i would need to bring some lines for the other companions aswell, at least 1 or 2 to bring life to the whole encounter.

I am starting to mess around with the global variables, various checks, scripts and stuff ... The ammount of work is tremendous. The dialog tree is very hard to pull out, i have most of the lines written, but now i need to compile everything into the single dialog file. After that, i would need to introduce him on manaan with on_enter script in the desired module.

This is absolutely my main project at the moment, and i will not work on something else until this is done. Its going to take a while, but i feel it is achievable ! So excited to display a final result some day. 

My only next update on this thread before finishing the project will be : A video showcase for the whole scripting random behaviour part on this post, and some of the dialog lines/outcomes.

After that, i won't post until i have my finished and polished product :) 

- An extra idea for the road.

  Reveal hidden contents

 

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Coming back to this topic ! I did not achieve my complete ambition for the crystal cave unfortunately (but I learnt many, many valuable things !). Atm, i will stick to few Duros and Mandalorians, gonna see if i can make custom mandalorian breathing mask models aswell.

Taking step forward toward my main project, the Kotor Expansion Pack. I needed to redo most of the classes, force powers and companions. I figured I would start with this, and then add content upon this.

Here is my first showcase for this huge project, i'm gonna shutdown this thread and create a proper one for the Kotor Expansion Pack in due time, displaying the entire content for this thing and the complete credits list for authorized content by other modders. This will basically be the all in one pack containing my entire content, and some quality of life content.
 

 

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this feat mod you are doing should be a stand alone.  2 Reasons to show us what you plans for the future and feedback. yeah i would download it

 

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Hi there ! I am thinking about fractioning the work into smaller mods you could install seperately from the complete thing. But one step at a time ! I'm preparing a discord server to properly receive feedback, and i'm looking forward to an alpha build release. A lot of changes happend to the base game scripts also, and I did not extensively playtested this myself (only for a couple hours of gameplay on Taris).

In the meantime, i'll keep posting some other videos regarding companions and things. Today I covered Jedi Guardian and force powers. 

 

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  On 11/28/2024 at 11:23 PM, CapitaineSpoque said:

Hi there ! I am thinking about fractioning the work into smaller mods you could install seperately from the complete thing. But one step at a time ! I'm preparing a discord server to properly receive feedback, and i'm looking forward to an alpha build release. A lot of changes happend to the base game scripts also, and I did not extensively playtested this myself (only for a couple hours of gameplay on Taris).

In the meantime, i'll keep posting some other videos regarding companions and things. Today I covered Jedi Guardian and force powers. 

 

this looks cool. a suggestion here: Have the feats build into the Jedi Warden feat.   Jedi Warden Feat should be of your design and reflective of the Jedi Guardian Class. Also with this feat, Jedi Warden feat can open up new feats that makes sense for the Jedi Guardian.

 

I am looking forward for the Jedi Sentinel and Jedi Consular new feats

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  On 12/2/2024 at 8:28 PM, DeathScepter said:

this looks cool. a suggestion here: Have the feats build into the Jedi Warden feat.   Jedi Warden Feat should be of your design and reflective of the Jedi Guardian Class. Also with this feat, Jedi Warden feat can open up new feats that makes sense for the Jedi Guardian.

 

I am looking forward for the Jedi Sentinel and Jedi Consular new feats

Hi there ! Sorry mb it's me i don't understand the Jedi Warden thing ? Is this a K2 feat ?

So yesterday i released a proper trailer for the work in progress for the Endar Spire section. My goal with the mod is to apply more or less the same philosophy to every locations of the game in the very long run. This work would not be possible without the authors credited in this video and in the video's description. I do not want to release the alpha build without any proper content to go alongside it, and the Endar Spire will be the first piece. I am looking forward to complete the crystal cave aswell and revise most of the weapons until Dantooine. 

I'd love to cover the entierty of Taris, but its going to take a lot more time, so the Alpha build will release before this. Once the alpha build is released, i'm gonna delete this threat and open the proper one.

 

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  On 12/8/2024 at 9:26 AM, CapitaineSpoque said:

Hi there ! Sorry mb it's me i don't understand the Jedi Warden thing ? Is this a K2 feat ?

So yesterday i released a proper trailer for the work in progress for the Endar Spire section. My goal with the mod is to apply more or less the same philosophy to every locations of the game in the very long run. This work would not be possible without the authors credited in this video and in the video's description. I do not want to release the alpha build without any proper content to go alongside it, and the Endar Spire will be the first piece. I am looking forward to complete the crystal cave aswell and revise most of the weapons until Dantooine. 

I'd love to cover the entierty of Taris, but its going to take a lot more time, so the Alpha build will release before this. Once the alpha build is released, i'm gonna delete this threat and open the proper one.

 

 

Jedi Warden is a suggested New feat name that you can use for the jedi guardian. i will pay attention to this threat because your ideas are cool

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