Darth Hayze Posted October 12, 2012 Posted October 12, 2012 Hello everyone, I'd like to welcome you to my first WIP. First I wanna say thank you to Logan23 for helping me figure out how to do this. Let's say you put headgear on your party, it boosts stats, which is great, but it looks frickin awful in cutscenes when you can't see a character's face. So you could either install a mod to make headgear invisible, try and remember to unequip it before a cutscene, or tough through it. More recent titles have removed helmets and such automagically depending on the dialog situation. Not so for us poor TSL players. Well, it turns out Obsidian actually included an option in the dialog files to remove headgear for the duration of the cutscene.... They just never used it. So basically I'm going to go through the game and tick that box to turn off the head gear. I'll add screenshots as I go, and you'll be able to see the first fruits of this effort in my upcoming Extended Rebuilt Enclave Sequence mod.*shameless plug* First thing is, this will only be compatible with TSLRCM 1.8.1, as I'm not going to open each dialog twice and make two versions. And second, I may not get every dialog in the game, some will be left out because in context, removing the headgear doesn't add anything to the scene (i.e. right after a battle) I will let you know what scenes I 'fix', and if you think there is one I didn't do that I should have, your opinions will be welcome.
milestails Posted October 12, 2012 Posted October 12, 2012 Looking forward to it! These details make all the difference for me. 1
Salk Posted October 13, 2012 Posted October 13, 2012 I think this is a very good idea and a modification I would happily use. Any plans for making also a version for the original SW:KotOR?
Darth Hayze Posted October 13, 2012 Author Posted October 13, 2012 Actually, I checked to see if it was possible, and the option to remove headgear is in dialog files for K1 as well. K1 will be a little more tricky though as the K1RP is still in development, so I'll have to look into that one. For this mod, for ease of compatibility and to keep the download from being huge, I'll probably work the change into tslptacher, and let it just take forever modifying the dialogues during install.
Extreme110 Posted October 14, 2012 Posted October 14, 2012 When I first read this, I was against it for who knows what reason. Luckily, I went to sleep, and after a day of doing intensive study, I've started to like this idea a lot. I'll be watching your progress carefully.
Salk Posted May 19, 2013 Posted May 19, 2013 Darth Hayze, I (and I am sure many others) would be grateful if you could give us even a small update on this. Thanks!
Sith Holocron Posted May 19, 2013 Posted May 19, 2013 Especially as 1.8.3 will be out soon. . .and your mod is for 1.8.1.
Darth Hayze Posted September 6, 2013 Author Posted September 6, 2013 Yeah, I stopped while waiting for the (hopefully) final version of TSLRCM. I plan on using TSLPatcher to tick the box in the dlgs, and it will really screw up the game if there are any differences in the dialogues. I will hopefully have this and Dantooine extension out soon, so I can focus on *ahem* other things.
MrPhil Posted September 6, 2013 Posted September 6, 2013 Just being curious, but are these *ahem* other things. Kotor/TSL related? 1
Sergio19922 Posted September 7, 2013 Posted September 7, 2013 Sir, shouldn't this be enough ? I used it with TSLRCM and it works well. http://knightsoftheoldrepublic.filefront.com/file/;75825
Darth Hayze Posted September 7, 2013 Author Posted September 7, 2013 That's just invisible period, this mod will only make them invisible in conversations. 1
Sergio19922 Posted September 7, 2013 Posted September 7, 2013 Damn If I only I took a closer look to the first post , I would have founded the answer to my question.Sorry, Darth Hayze, I'm looking forward for your mod.
MrPhil Posted September 7, 2013 Posted September 7, 2013 For gameplay purpose, I'd prefer this mod to invisible (period) mod
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