Guest Qui-Don Jorn Posted May 29, 2011 Posted May 29, 2011 So, I've been having an idea for a different saber mod. Here's what I scribbled down late last nite and this morning. {magenta}- "fury" extra melee damage / add bonus fury feat? ---a purpleish red. {blue} "ocean" regen vitality +5 ---lighter than TSL blue, almost cyanish {purple} "hurrikaine" defense? +inner strength? ---darker, more grape colored than violet. {yellow} "shock" (lightning +2-12) ---more silvery?? almost like my Kaah color {green} "symbient" "reflection" +wisdom ?? darker than standard {silver} "ionic" (+1-10 ion dam) a little more blue in it. {cyan} "frost" cold (+2-12) --more silvery {viridian} -"meditation" (regen force pts +5) --not much change at all {copper} "corrosion" (poison +1-10) ---what I already did with bronze {orange}- "inferno" (+2-12 fire dam) ---a little redder,.. have properties attached to crystal not saber hilt. all color crystals work in all hilts- the banshee hilt the scimitar hilt the schism hilt/ may want to use another, like purgator hilt or vrooks style? the omen hilt So what I was thinking was that all colors would be available for all hilts, and new colors like what crixlers doing..but of course there would only be like 4 hilts..and I was thinking this would be a follow up to the randomsabers 4 pack..new version or whatever. and the idea is alot like what TFU2 does with colors/crystals. Would like ideas about names of crystals, and properties and whatnot.. OR is this just a dumb idea altogether? come on, say it, I can take it. who votes i abandon hotor and do this instead? Quote
Guest Crixler Posted May 29, 2011 Posted May 29, 2011 That's a pretty neat idea. It does remind me of TFU a bit. Personally, I think it'd be a little strange for a lightsaber to poison someone, but I like the overall concept. Quote
Guest Qui-Don Jorn Posted May 30, 2011 Posted May 30, 2011 (edited) That's a pretty neat idea. It does remind me of TFU a bit. Personally, I think it'd be a little strange for a lightsaber to poison someone, but I like the overall concept. oh yeah, your right,..what about attribute damage or something? oh and fury isn't a feat is it? and I don't think I was successful getting that "activate item" thing in KT to work.. maybe I should just let the people that actually use my hilts to choose the hilts in this mod...yeah? Edited May 30, 2011 by Qui-Don Jorn Quote
Sith Holocron Posted May 30, 2011 Posted May 30, 2011 Will your blades flicker like Crixler's or DarthJacen's mod (http://www.lucasforums.com/showthread.php?t=204563)? Quote
Guest HK-47 Posted May 30, 2011 Posted May 30, 2011 Query: I hate to go off topic, but will that mod that Holocron mentioned be compatible with your saber hilt replacements? Statement: I assume it is as it only changes the saber blades, but I want to be sure before downloading. Quote
MrPhil Posted May 30, 2011 Posted May 30, 2011 Query: I hate to go off topic, but will that mod that Holocron mentioned be compatible with your saber hilt replacements? Statement: I assume it is as it only changes the saber blades, but I want to be sure before downloading. Answer: probably not, as Crixler specifically mentionned that his mod would not be compatible with either Hotor nor USM. IIRC that is. Quote
Guest Qui-Don Jorn Posted May 30, 2011 Posted May 30, 2011 (edited) Will your blades flicker like Crixler's or DarthJacen's mod (http://www.lucasforums.com/showthread.php?t=204563)? The ones in HotOR already do. I used MonoGiganto's Flickering Lightsaber Blades as a base. The default replacement hilts are (I assume) already compatible with those mods..I didn't add any animated blade tga's or blade txi's, so his mod would do that to mine. I would have mine own flickering blades and new colors to this new mod as well, if I did it...that is depending on whether or not anybody would want to see this idea come to fruition. @ Phil, yeah, but he's talking about my default replacement hilts..which yes those should be compatible..but I just uploaded an update which has it's own flickering blade part, so I guess it wouldn't be anymore. So gimme ideas people. What does anyone think of what I've proposed in the first post? Edited May 30, 2011 by Qui-Don Jorn Quote
Guest Crixler Posted May 30, 2011 Posted May 30, 2011 Answer: probably not, as Crixler specifically mentionned that his mod would not be compatible with either Hotor nor USM. IIRC that is. Well, technically there would be a limited level of compatibility. If you only used the textures from my mod, they would work perfectly fine with if they're replacing a texture with the same filename. And you could rename them, too. The problem arises when you get into all my additional colours that aren't there in the regular game. You can't add additional colours to a mod like HotOR or USM unless you specifically make them compatible. Which is possible, but there's a lot more work involved, since you're actually making many more crystals than you have colours for, since you have 1 crystal for each colour, for each hilt. So if you have 26 colours, and 4 hilts, you actually have 104 different crystals that you have to make. And not only do you have to make them, but that sounds a bit overwhelming to deal with in your inventory, no? But maybe that's just my opinion. *Shrugs* If anyone wants to use my mod, or any other colour mod, with HotOR, USM, or this new mod, they can do it. They'll just be restrained by the limitations of these mods, and they might have to do a bit of manual renaming of textures, or even changing their hues to match specific colours already included in a mod. Just clearing that up. Quote
Guest Qui-Don Jorn Posted May 30, 2011 Posted May 30, 2011 Well, technically there would be a limited level of compatibility. If you only used the textures from my mod, they would work perfectly fine with if they're replacing a texture with the same filename. And you could rename them, too. The problem arises when you get into all my additional colours that aren't there in the regular game. You can't add additional colours to a mod like HotOR or USM unless you specifically make them compatible. Which is possible, but there's a lot more work involved, since you're actually making many more crystals than you have colours for, since you have 1 crystal for each colour, for each hilt. So if you have 26 colours, and 4 hilts, you actually have 104 different crystals that you have to make. And not only do you have to make them, but that sounds a bit overwhelming to deal with in your inventory, no? But maybe that's just my opinion. *Shrugs* If anyone wants to use my mod, or any other colour mod, with HotOR, USM, or this new mod, they can do it. They'll just be restrained by the limitations of these mods, and they might have to do a bit of manual renaming of textures, or even changing their hues to match specific colours already included in a mod. Just clearing that up. Right. I was thinking I wanted to do my own colors in this new mod as well..so now I'm actually wondering if I should just tweak the normal game colors and not have to hex edit/rename them all. OR hex edit all 4 hilts to have new and renamed color textures. I dont know. that'd be like 40 crystals and hilts. Thats alot of files...then placing them in the game?? f'get about it. Quote
Guest Qui-Don Jorn Posted June 3, 2011 Posted June 3, 2011 Right. I was thinking I wanted to do my own colors in this new mod as well..so now I'm actually wondering if I should just tweak the normal game colors and not have to hex edit/rename them all. OR hex edit all 4 hilts to have new and renamed color textures. I dont know. that'd be like 40 crystals and hilts. Thats alot of files...then placing them in the game?? f'get about it. Ok, well, I just figured out that you can't put the properties in a crystal..it don't work that way..you wont get the stat/buff/feat, depending. I think I already knew that and forgot... So, I'm already done with uti's but haven't started rigging anything yet. Quote
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