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Old 10-05-2012, 05:29 PM   #121
Fallen Guardian
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Sounds cool! I could help a bit with the cutscenes and stuff, if you'd like.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

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Old 10-23-2012, 09:39 PM   #122
90 SK
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I am adding different types of Jal Shey armors to the 4.0 of UAM:
The short robe tunics based on the marauder robe from UAM 1.0,
The Ubese Environment Suits for Jal Shey Armors
The armored robe model for Jal Shey Armors,
Possibly the Movie Jedi Master robe model also, if I can motivate myself to set it up.

The installation would have a third stage component where the installer chooses which kind of Jal Shey armors they would like out of the choices I have described above, and I'll include screenshots in them mod package for visual reference and comparison purposes.

If I am able to make my added story content compatible with TSLRCM, I will probably work on adding more vendors and possibly some more story content to boost the mod and then release it as a separate project from the Ultimate Appearance Mod, since the story content isn't really appearance related.

I was thinking about adding a new bounty hunter on Goto's yacht that would then replace the downed Zhug crew on Dxun with something a little more interesting, and if you kill him there he wouldn't be on Nar Shaddaa though, I'd have to work that out with the scripts but I can't imagine it would be too difficult. Probably use one of my Iridorian armors for the bounty hunter, and it would be part of the story content mod.

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Old 10-23-2012, 11:38 PM   #123
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Awesome! Looking forward to it.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
KotOR 1 Restoration Demo (Group collaboration with many team members)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version (Most of the work done by Varsity Puppet)
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Old 10-24-2012, 12:41 AM   #124
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Sounds nice man. Really hope you're able to fix the compatibility issues. Good luck


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Old 10-24-2012, 08:33 PM   #125
90 SK
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Jal Shey armors are out, I included the k1 style tunic robes also:
http://deadlystream.com/forum/files/...ppearance-mod/

So, changes from 3.0 to 4.0 include buffing stats for robes and Jal Shey Armors, using the master robe class Handmaiden robe instead of the Jedi robe one, fixed neck textures for the master robes, and added variations for Jal Shey armors instead of just using the defaults. This way the player can choose to either have short robes, Jedi tunics, Ubese armors, armored robes, or buffed default Jal Shey armors.

Update 11/3/12

I have isolated the story enhancing content from my SUPER Content mod, and am now waiting to see if I can edit the TSLRCM files to remove the HKs from the exit Hangar on Onderon since that area is used for the bounty hunters you encounter in the cantina. Once that aspect is cleared up, I will release the mod! I have enhanced the merchants also to have a better selection of items. The dialog for the hunter on Telos, the armored merchant on Onderon and the droid merchant on Nar Shaddaa have been left unchanged. The dialog with the two bounty hunters in the hanger on Onderon is also as it was, and so is their encounter in the cantina. I have voiced lines for the merchant and the human bounty hunter, with some satisfaction I might add .

This new mod will probably be something like "90 SK's New Encounters" or "90 SK's Added Story Content". All thats left to do is remove the HKs to it doesn't mess up the bounty hunter encounter, which I'm not entirely sure how to approach since I think the HKs are in the modules and not Override which may complicate things. Any insight on this issue is welcome and encouraged as I'm not really sure where I stand with removing them. I will try to get in-game screenshots of the encounters though I may just end up reusing screenshots from the Super content mod.


Last edited by 90 SK; 11-03-2012 at 04:22 PM.
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Old 11-13-2012, 01:21 PM   #126
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Update:
I have released a portion of my story content, a new merchant on Onderon that sells armor and saber crystals mainly.

http://deadlystream.com/forum/files/...eron-merchant/

He has custom dialog voiced by me and will fight hostile crowds if they emerge.

My next mod will add a new merchant to Nar Shaddaa that has all the HK parts (the mod will be "Easy Access to HK Parts + New Merchant").

Because the Onderon merchant's implementation is relatively simple, an idea started to develop for me that I am now moving on. I will be creating a mod that allows this merchant to be recruited at the end of Onderon. He will replace HK-47 (because HK is kind of an optional character and in my last playthrough I wasn't able to repair him because I couldn't get enough parts), and will be fully voiced. I'll try to add some cutscenes with him included, probably talking to T3 or the Exile, or doing something independently.

Hopefully I can add lots of dialog with him and I will be making him a combat tank as well, because adding a wimpy character would be pointless and a powerful character would make the recruiting (which is optional) more worthwhile.

I'll post more as I'm able to, I've only just started out making this recruit mod so it'll probably be a few weeks before it's ready.

I also have a question about his appearance: he will be wearing K1 Iridorian NPC armor, but what color should it be? I have redone the texture of this armor to be higher quality (the original is actually named "N_spaceman_low for low quality); the original color from the K1 NPC is yellow, my current version of the merchant is silver, but I can do any color including white and black. Maybe white would be cool? Or yellow or silver? Maybe a combination of two colors? Let me know.


Last edited by 90 SK; 11-13-2012 at 01:26 PM.
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Old 11-13-2012, 02:12 PM   #127
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Sounds interesting, I am fine with anyone removing HK as party member in TSL because you only use him for a little while. While in KotOR you have him much longer. [depends on your gameplay]


Formally MrObiWan

If you need help with textures on any KotOR/TSL mod, feel free to contact me.

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Old 11-13-2012, 05:26 PM   #128
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Sweet! In terms of color, maybe you could do something similar to the Onderonian model exhibited here:

http://www.lucasforums.com/showthread.php?t=211289

Perhaps a bit darker and with a little more saturation. Regardless, the ideas sound good. Nice job


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Old 11-16-2012, 12:21 AM   #129
90 SK
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I progressed my recruitment mod. The dialog is written and I am almost finished scripting the initial recruitment.

The new merchant, Starless, now has dialog that allows him to be recruited in HK-47's slot. He is a powerful dual wielding combatant for melee and pistols, and wears a silver/white Iridorian environment suit.






Need some scripting help.

Script for removing merchant, triggered by declining his offer in the dialog.
Code:
void main() 
{
ActionPauseConversation();
object oGoodbye;
oGoodbye = GetObjectByTag("merchant_man");
SetGlobalFadeOut(1.0, 0.5);    
DelayCommand(1.0, DestroyObject(oGoodbye));
DelayCommand(1.0,SetGlobalFadeIn(0.7,0.0));
ActionResumeConversation();
}
Removing merchant NPC and recruiting Starless. Can I have two major functions like I have in this script? It compiled fine but I haven't tested it yet.
Code:
void main()

{
ActionPauseConversation();
object oGoodbye;
oGoodbye = GetObjectByTag("merchant_man"); 
DelayCommand(1.0, DestroyObject(oGoodbye));
DelayCommand(1.0,SetGlobalFadeIn(0.7,0.0));
ActionResumeConversation();
RemoveAvailableNPC(3);
AddAvailableNPCByTemplate(3, "p_starless");
DelayCommand(1.5,ShowPartySelectionGUI());
I need a script for a second dialog tree in the merchant's dialog that will check for a character spawned in the area, and I will add an arbitrary gizka or a Vaklu trooper to the module for the purpose of activating this dialog.

What burns me up is I used a similar method of spawning a gizka as part of a cutscene to prevent the cutscene from happening twice (which worked perfectly), and I don't have the NSS files for any of my scripts! What a bummer! If anyone can successfully decompile the scripts from the SUPER content mod, I would be grateful as I haven't been successful so far.

The spawn script I have
Code:
void main() 
{
float x=69.32f;  
float y=15.19f;
float z=9.91f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"starless_gizka",locNPC);
object oPC=GetFirstPC();
AssignCommand(oNPC,ActionMoveToObject(oPC));
AssignCommand(oNPC,ActionStartConversation(oPC,"starless_gizka"));
//What does the last two lines do, exactly? I don't want a conversation to be started.
}


Last edited by 90 SK; 11-18-2012 at 09:36 PM.
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Old 11-19-2012, 09:08 PM   #130
90 SK
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Breakthrough: http://deadlystream.com/forum/files/...rs-on-onderon/

This content is finally available! Some additional scripting gave the original appearance in SUPER content mod new life as an independent and TSLRCM compatible mod, as was intended for the Onderon merchant and the HK parts vendor who I will be releasing shortly.

All appearances for the recruitable merchant are done but the scripting still needs work on the initial recruitment and voiceovers for the dialog once the skeleton is in place.


Last edited by 90 SK; 11-19-2012 at 09:41 PM.
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Old 11-20-2012, 12:01 AM   #131
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Wow, the merc looks fantastic! Great work as usual.


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Old 11-27-2012, 11:09 PM   #132
90 SK
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Progressing the recruitment mod, since I have limited scripting knowledge the best way I figure to recruit the merchant is to remove the merchant UTC and spawn a special recruitable NPC (the same). The problem is, his dialog won't fire, I click on him to start a conversation and the camera jumps 90 degrees and the dialog doesn't fire. I changed his dialog to the merchant's and it worked fine, so it must be something to do with the dialog I'm trying to use.

Once I've solved this problem, I have to decide whether or not to use custom voice, or to use an alien VO set. I have one in mind, but until I can figure out how to get his dialog to fire I won't be able to test it.

Was able to finish the initial work for the other merchant I added, I may steal his VO set for my recruit though. The merchant has all the HK parts, extra incentive to go to Nar Shaddaa first if you want to play with HK-47. I will release this as soon as I verify it works in game and I get screenshots.

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Old 12-09-2012, 01:11 PM   #133
90 SK
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Slow progress on the recruit, I don't know why my recruiting dialog doesn't work, the NPC spawns fine but when I click on him the camera moves but no dialog occurs.

Pictures of some of the color choices for armor:



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Old 12-09-2012, 02:23 PM   #134
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With the new colors, the helmets seem to lack texture... Not sure if it's just me though. Regardless, these look nice.


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Old 12-24-2012, 03:21 AM   #135
90 SK
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Ehh, after some deliberation I have aborted my recruit project. However, I am assembling a an addition to my Ultimate Appearance Mod 4.0 that will change the mod into "TSL Content Expansion", something I am attempting to instate as a staple content buddy.

This new mod will have all the aspects of the Ultimate Appearance Mod, plus merchant and bounty hunter encounters from SUPER content mod, plus a few other mods not by me that I am still working on acquiring. Plus multiple J type armor variations that you can choose from that I will place in the game which is something I am still working on.

Also, I am doing voiceovers for M4-78 for those of you (myself included) who will be playing that mod when it comes out! That is my priority right now, hopefully I will be done assembling this new TSL Content Expansion by the new year.

Unrelated, but I am also hopefully going to expand and rerelease my Fallout 3 mod as a base Fallout 3 mod (my current one requires some DLC to play).

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Old 12-27-2012, 07:01 PM   #136
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Why did you abort??
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Old 12-28-2012, 02:29 AM   #137
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excellent. can we still make suggestions?

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Old 02-01-2013, 04:28 PM   #138
90 SK
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I am on hiatus right now pending a recent move to the west coast from the east coast. I am planning on eventually adding as much additional content to my Ultimate Appearance Mod as I can, including cutscenes from my Super Content Mod, new cutscenes if possible, and more armor for the Revan robe slot. I will probably release one more update for the ultimate appearance mod (then 5.0) for the Revan robe slot, and then rerelease the content with additional cutscenes and possibilities as an expanded mod.

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Old 02-01-2013, 08:33 PM   #139
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WEST COAST SWAAAAAG!

But seriously, congratulations.



Thank you Gorgod.
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