mrfarenhiet Posted January 26, 2017 Posted January 26, 2017 Reading back over the past pages of this thread, it's fascinating to see how far this project has come! Thank you Sithspecter and Fair Strides for all the great work you've put in on what looks to be a fully realized part of the overall game once completed. Really looking forward to further updates and of course, the finished expansion. Keep it up, my friends! 2 Quote
N-DReW25 Posted January 29, 2017 Posted January 29, 2017 I feel like this is a fair question to ask. How many modules will be in the final product, I'm guessing about 7-9 modules? Quote
CrashBandiTeam Posted January 29, 2017 Posted January 29, 2017 I guess many, i guess so 10-15 idk Quote
RanjamArora Posted March 8, 2017 Posted March 8, 2017 SS and FS (sorry if you don't like the short names ????) you have done incredible work on the mod and if i read write you have been working for 4yrs on it!!! You sure have dedication guys! I wanted to ask do you have a manual install planned for the mod ? Because I don't have a PC and would try like to try your superb mod! Quote
CrashBandiTeam Posted March 8, 2017 Posted March 8, 2017 You need practically a PC (Or laptop as Alternative) , or else you couldn't play the mod Quote
LewsTherinTelescope Posted March 9, 2017 Posted March 9, 2017 You need practically a PC (Or laptop as Alternative) , or else you couldn't play the mod Why? Is it because Android devices don't generally have good enough specs for the mod, like with the Czerka depot in BOS:SR? Quote
N-DReW25 Posted March 9, 2017 Posted March 9, 2017 You need practically a PC (Or laptop as Alternative) , or else you couldn't play the mod It depends on what files the final product will include! If it has a bunch of 2da files, voice overs and scripts things may go down to stuff as TSLPatcher doesn't work on Android so you can't merge the files, Voice overs all together don't work on Android and certain script mods don't work for me by just copying them into the override (But that's just me it may work for everyone else) Quote
RanjamArora Posted March 10, 2017 Posted March 10, 2017 It depends on what files the final product will include! If it has a bunch of 2da files, voice overs and scripts things may go down to stuff as TSLPatcher doesn't work on Android so you can't merge the files, Voice overs all together don't work on Android and certain script mods don't work for me by just copying them into the override (But that's just me it may work for everyone else) Yah, voice overs don't work but are ignorable as they are optional to installing a mod. .2da files are not a problem because it would just mean this mod is incompatible with another mod which uses the same file. I can still use this mod alone without that mod. Quote
DarthNonOriginalName Posted March 17, 2017 Posted March 17, 2017 That issue in the czerka mining facility in bos:sr on android can easily be solved just by renaming a few modules. You can skip that floor and play through the other floors and the rest of the mod and it will work fine. Dont remember exactly how i did it, but if you want me to, i could check it out again. Quote
LewsTherinTelescope Posted March 17, 2017 Posted March 17, 2017 That issue in the czerka mining facility in bos:sr on android can easily be solved just by renaming a few modules. You can skip that floor and play through the other floors and the rest of the mod and it will work fine. Dont remember exactly how i did it, but if you want me to, i could check it out again. Really? You can play the whole thing, including Solomon's Revenge? Could you check it out? Playing full BOS:SR would be cool. Quote
DarthNonOriginalName Posted March 18, 2017 Posted March 18, 2017 As i said, you will only skip a few levels of czerka mining facility, but the rest of it is playable. So, how do you do it... Step1 - open the modules folder and delete bos_czerka.mod (thats the one that cant load and causes the game to crash) Step2 - rename bos_czerka3.mod to bos_czerka.mod (now clicking on the door that previously caused crashes will take you to the residental floor insted of main floor) Step3 - COPY (not just rename) the module named bos_circle.mod and rename the copy of it to bos_czerka3.mod (this is to make sure that you can get back to the ebon hawk after you finish the mod) Step4 - enjoy 1 Quote
LewsTherinTelescope Posted March 18, 2017 Posted March 18, 2017 As i said, you will only skip a few levels of czerka mining facility, but the rest of it is playable. So, how do you do it... Step1 - open the modules folder and delete bos_czerka.mod (thats the one that cant load and causes the game to crash) Step2 - rename bos_czerka3.mod to bos_czerka.mod (now clicking on the door that previously caused crashes will take you to the residental floor insted of main floor) Step3 - COPY (not just rename) the module named bos_circle.mod and rename the copy of it to bos_czerka3.mod (this is to make sure that you can get back to the ebon hawk after you finish the mod) Step4 - enjoy Thanks! I'll have to try that. Quote
N-DReW25 Posted April 20, 2017 Posted April 20, 2017 If the Modules are custom made that should mean we are allowed to port the new Slehehyron Modules to TSL and make a TSL version of Sleheyron without any troubles, is that allowed? 1 Quote
Sithspecter Posted April 22, 2017 Author Posted April 22, 2017 If the Modules are custom made that should mean we are allowed to port the new Slehehyron Modules to TSL and make a TSL version of Sleheyron without any troubles, is that allowed? Since I have saved all the ASCII files for Sleheyron, this would be possible, but I have no plans to port Sleheyron to TSL or allow others to. 1 Quote
Canderis Posted April 25, 2017 Posted April 25, 2017 Wouldn't there be texture issues with it as those would have to be ported? Quote
ariankoochesfahani Posted May 11, 2017 Posted May 11, 2017 Re an earlier suggestion, I'd like to volunteer to help with the writing. I've worked as a professional writer, a writing consultant, and a graduate philosophy TA. I've published a paper in a peer-reviewed philosophy/literature journal and I happen to enjoy writing dialogues. Go-to references for me include the lesser-known The Writer's Art by Kilpatrick. I would be pretty focused on creating a seamless narrative experience between the original and new dialogue. Mods that add dialogue tend to be less immersive because the dialogue diverges in style from the original dialogue. Anyway, I love KOTOR and well-written stories, and I would be stoked to help. 3 Quote
ScottLucrei Posted May 19, 2017 Posted May 19, 2017 On the above note, If you're looking for volunteer voice acting at any stage I'd be happy to contribute.Please contact me at *snip* pm meModerator Edit: Please don't post your email address. Welcome to the forums! --Canderis Quote
xJPL110x Posted June 24, 2017 Posted June 24, 2017 Hi there I'm currently majoring in drama, from Australia, so if you're looking for any voice actors, I would love be of help and volunteer Quote
Sithspecter Posted October 8, 2017 Author Posted October 8, 2017 Sorry for the extended hiatus folks. As an apology, I have released a new video for the project, a preview of the previously unseen cantina! I am ramping up production for the fall after a very busy summer for me, so expect more updates in the coming months. 13 Quote
Kexikus Posted October 8, 2017 Posted October 8, 2017 Awesome as always. The patrons in the corners of the lower floor are part of the area model, right? Or is it actually possible to have characters on one level and another level to walk on right above those? Quote
Sithspecter Posted October 8, 2017 Author Posted October 8, 2017 Awesome as always. The patrons in the corners of the lower floor are part of the area model, right? Or is it actually possible to have characters on one level and another level to walk on right above those? Those are actually placeable patrons, as seen in both the Taris Cantinas. 1 Quote
Kexikus Posted October 8, 2017 Posted October 8, 2017 Those are actually placeable patrons, as seen in both the Taris Cantinas. Damn... I never noticed them there. And I didn't know there are placeable patrons but that does make way more sense then having them as part of the area model. Though I really hoped you'd tell me that you found a way to have two walkways right above each other... Quote
l2daorch Posted October 8, 2017 Posted October 8, 2017 Looks really good, definitely up to par with the vanilla modules! It's really great to see that both Kotor games keep getting addons so many years after release. Because that's what I see these as. K1R/TSLRCM are major patches with M4-78/BOS:SR being addons. And now a second addon for K1! I love how K1 went from your typical western 20-30 hour rpg to what will probably be a 60-70 hour game with K1R, BOS:SR and Sleheyron. Not that big a difference to your typical JRPG. Keep up the great work and take all the time that you need. From what I have seen thus far it's gonna be a fantastic addon. Quote
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