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View Poll Results: How would you like to recieve the "exile's saber" in HotOR?
Same as before, from Atris with extra properties.. 3 42.86%
Built on the workbench (for the normal LS Quest) WITH extra properties 2 28.57%
Built on workbench (for the normal LS Quest) WITHOUT extra properties 2 28.57%
Voters: 7. You may not vote on this poll


Thread: QDJ's WIP's
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Old 10-23-2011, 11:21 AM   #41
Fallen Guardian
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I believe the numbers for animations are in nwscript.nss


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Old 10-23-2011, 07:55 PM   #42
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To get the correct animation number...use the animations 2da...you need to add 10000 to whatever the row number is to get it to work...For instance the sit meditate number is 10024..hope that helps


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Old 10-28-2011, 03:08 AM   #43
Qui-Don Jorn
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Yes thank you guys.. i did figure that out a few days later. add 10000 to whats in the animations 2da!
still playing with it..tweaking and whatnot.
thanks!
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Old 11-21-2011, 05:54 PM   #44
Qui-Don Jorn
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Ok, well its coming ...this week I think. As well as a few other mods I cooked up right fast.

Playable Uthar head, RandomSabers 6pack 2.0, and HotOR1.6, as well as an update for default replacement hilts megapack...which really only fixes the size issue of the blue double-bladed and all the blade textures were remade from scratch.















Deadman's MasterRobes Mod is now included in HotOR, as well as Darkus' Armored Robes, and Dak Drexl's reskins where applicable.

Last edited by Qui-Don Jorn; 01-25-2012 at 02:06 PM. Reason: organizing pics in my albums..
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Old 11-21-2011, 06:25 PM   #45
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The only issue with the Uthar head is the portrait (looking down). Other than that, pretty good!



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Old 11-21-2011, 06:36 PM   #46
Qui-Don Jorn
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uh, yeah. didnt try to hard on that one..but it works.
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Old 11-22-2011, 12:30 PM   #47
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The Uthar head looks really good!
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Old 11-22-2011, 01:31 PM   #48
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Excited for Iacen!



Thank you Gorgod.
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Old 11-24-2011, 12:45 PM   #49
Qui-Don Jorn
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yeaaah

Quote:
Originally Posted by Zhaboka View Post
Excited for Iacen!
You and me both brother..

Oh and hey everybody, I did redo the portraits for the Uthar head again. DeathRay was right..I just got tired of working on it and rushed through the first time.
They look MUCH better now.



And after dinner Im going to start working on getting everything uploaded.
HotOR is released.

-Jorn
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Old 11-24-2011, 01:01 PM   #50
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YES! It's released! And on Turkey Day! What luck!

And glad to see that I was correct for once.



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Old 12-12-2011, 09:00 PM   #51
Qui-Don Jorn
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new things...

Ok I'm back (oh, did you leave?)

Been working on a few things,..one of which I can't even say anything about.
but I can talk about these...

This is the first saber I've modeled in what seems like a few months, the last one I did was the Samaritan for HotOR 1.6.
This one will be in HotOR 1.7 but it's for a special character that is in someone else's mod...his initials are K.O. :P




Then I did the Gadon Thek head I'd been wanting to do for awhile and just got to..
This is released as of about 5 minutes from now...it'll be over at TUCE.







Then of course I forgot the picture about my idea for - I'm not sure, a training saber?? a stun sword? Dont know what it'll end up being actually.
I was going to ask Deadman or Dak to see if they wanted to get in on it...or something.
But you know those sword-like things that we're seeing in TOR?
Its not a saber and its not a vibro-sword..it's shaped like one of those bamboo kendo-swords, round..except its metal, and could maybe have the stun-baton/gand silencer animation on it..maybe.
Then there's the issue of having to replace a model for this one..
Dang, wish I had brought a pic of the model I made for it...you'll just have to trust me.

So, thats what Ive been doing...
check out the Gadon head, see if you like it.
-QDJ

EDIT:
Here's what I mean about the "stun sword"...is it possible to put the stun baton animation on it? Know what I mean?

Last edited by Qui-Don Jorn; 01-25-2012 at 02:08 PM. Reason: found a pic..
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Old 12-12-2011, 09:13 PM   #52
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We are working on this same KO fella, QDJ. Nice saber!



Thank you Gorgod.
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Old 12-12-2011, 09:21 PM   #53
Qui-Don Jorn
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oh really?
well, its unofficial, as Zybl doesnt want my crap in his mod..
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Old 12-19-2011, 07:53 PM   #54
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Howdy

Hey everybody, I need some scripting help.
I'm attempting my first animated cut scene and I think I have the basic jist down..but I can't figure out why the conversation isn't starting..

And for my first animated cut..the subject will be...hehehehe drumroll pleeeaasse!
"The Death of Iacen Konn"...Yeess the death of Iacen Konn.
(I know Zhaboka, he won't be going out like a chump though,..not if I can help it. )

So, onto my problem..
I am trying to fire this from the end of that part where the Exile "sees" the party members in thier jail cells in 906MAL.

Code:
void main() {
         object oIacen = GetObjectByTag("Iacen", 0);
         if ((GetGlobalBoolean("303NAR_Iacen_Joined") == 1)) {
         SpawnAvailableNPC(3, Location(Vector(68.76270, (53.12547), 3.00000), 90.0));
         CreateObject(1, "n_darthsion003", Location(Vector(68.59641, 69.92776, 3.00000), 270.00));
         AssignCommand(oIacen, ActionStartConversation(OBJECT_SELF, "906iacen", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
         }
}
Can anyone see a problem with this? Do I need to make a waypoint for him to start at rather than just spawn at a location? though I wouldn't think that was it..
Do I have to put "CONVERSATION_TYPE_CINEMATIC" on it? even though the dialog file is checked to be just that?

Dunno..please help!
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Old 12-19-2011, 09:20 PM   #55
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Quote:
Originally Posted by Kuai-Donn Jorn View Post

Code:
void main() 
{
         object oIacen = GetObjectByTag("Iacen", 0);
         if ((GetGlobalBoolean("303NAR_Iacen_Joined") == 1)) 
{
         SpawnAvailableNPC(3, Location(Vector(68.76270, (53.12547), 3.00000), 90.0));
         CreateObject(1, "n_darthsion003", Location(Vector(68.59641, 69.92776, 3.00000), 270.00));
         AssignCommand(oIacen, ActionStartConversation(OBJECT_SELF, "906iacen", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
         }
}
That should fix it. :3
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Old 12-20-2011, 08:03 PM   #56
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new pics..

Hey all..

So Deadman and I teamed to do a couple of "training saber" models.
These arent standard lightsabers..these are more like training swords from TOR, and will come with three colors of force fields that surround them..blue yellow and violet.
I havent even seen the finished product as Im typing this, but here is a pic of the model I made. Oh yeah, these will be for TSL by the way..



Then accompaning these training swords that you will be able to build on the workbench, there will be 4 new models inspired by TOR...here are two of them, I haven't even started the last two..

The Sorceror...


And the Inquisitor...which I think I'm going to do again as I think I have a better idea of what I want..


Thats it for now...until I get the other two models done and put the whole mod together..

Last edited by Qui-Don Jorn; 01-25-2012 at 02:11 PM.
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Old 12-20-2011, 08:11 PM   #57
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They look really nice KDJ. Good job.
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Old 12-20-2011, 08:31 PM   #58
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Ooh I like the idea of a training saber! Well done!

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Old 12-20-2011, 08:35 PM   #59
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Hey thanks! I think I want to do the Inquisitor with a very long middle part and shorter ends..kind of reverse what I have here - probably change the emitters up as well..

And oh yeah,... that cutscene I am working on is actually starting now...but Ive run into another problem and am hoping someone wouldknow what the problem is..

Now,...it's running all fine up until case 3, where they actually start fighting.
- the cutscene ends and goes back to the player character.

i have the script that fires the cutscene also changing the npc's (iacen's) faction to neutral...which Im not sure is an ok thing to do..but I did it so he wouldn't draw aggro from the enemies in the next room..is that a no-no?

Also, he's spawning in with SpawnAvailableNPC so he'll have all his current equipment..

here's my cutscene script...

Code:
void main() {
	   object oIacen = GetObjectByTag("Iacen", 0);
	   object oDarthSion = GetObjectByTag("DarthSion", 0);
      	   int nParam1 = GetScriptParameter(1);
 	   switch (nParam1) {
                   
            	case 0:
 
                   	AssignCommand(oIacen, ActionPauseConversation());
                  	SetGlobalFadeIn(1.0, 2.0, 0.0, 0.0);
                   	AssignCommand(oIacen, ActionResumeConversation());
                   	break;

		case 1:

			AssignCommand(oIacen, ActionPauseConversation());	
			DelayCommand(2.0, SetLightsaberPowered(oDarthSion, 1, 1, 1));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 2:

			AssignCommand(oIacen, ActionPauseConversation());
			DelayCommand(2.5, AssignCommand(oIacen, ActionMoveToObject(oDarthSion, 0, 0.5)));
			DelayCommand(7.0, CreatureFlourishWeapon(oIacen));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 3: 
                   	AssignCommand(oIacen, ActionPauseConversation());
			DelayCommand(2.0, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(3.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
			DelayCommand(4.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(5.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
			DelayCommand(6.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(7.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
                   	DelayCommand(8.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
                   	DelayCommand(9.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 4:
                   	AssignCommand(oIacen, ActionPauseConversation());
                   	AssignCommand(oIacen, ActionPlayAnimation(10148, 1.0, 3.0));
                   	DelayCommand(4.2, CreatureFlourishWeapon(oDarthSion));
			DelayCommand(5.4, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(6.5, AssignCommand(oIacen, ActionPlayAnimation(10460, 1.0, 1.0)));
			DelayCommand(7.5, AssignCommand(oIacen, ActionPlayAnimation(10375, 1.0, (-1.0))));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 5:

			AssignCommand(oIacen, ActionPauseConversation());
			AssignCommand(oDarthSion, ActionMoveAwayFromObject(oIacen, 0, 8.0));
                   	AssignCommand(oDarthSion, SetLightsaberPowered(oDarthSion, 1, 0, 1));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 6:

                   	SetGlobalFadeOut(1.0, 1.0, 0.0, 0.0);
			RemoveAvailableNPC(3);
			DestroyObject(oDarthSion, 0.0, 0, 0.0, 0);
			DestroyObject(oIacen, 0.0, 0, 0.0, 0);
			break;
	}
}

I dont know if the rest of the cases work since I haven't gotten that far..
any help would be MOST apprieciated
thanks!
QDJ
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Old 12-21-2011, 01:47 AM   #60
Zhaboka
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Quote:
Originally Posted by Kuai-Donn Jorn View Post
(I know Zhaboka, he won't be going out like a chump though,..not if I can help it. )
Do your worst!

Haha, no, just kidding, that's a great addition to the mod, good luck!



Thank you Gorgod.
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Old 12-25-2011, 05:00 PM   #61
Qui-Don Jorn
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new Inquisitor...TOR four pack done..

Hey all..

I did this the other day and a couple more and once i remodel the "Shadow" double bladed once more i think I'll have it..




So, whaddya think?
Im digging this Inquisitor..trust me - it looks pimp in-game..


I was also planning - when I get some more time - to do one more head..
Dhagon Ghents..:P
DS transitions would be cool for that..maybe put some tats on him or some such.


oh btw...that original Inquisitor model is up for grabs..if anyone wants it for their mod or whatever, you can have it.
was thinking of just posting it as a gmax file, modder resource..thing. Let me know if you're interested.
-QDJ


EDIT: Oh yeah before I forget...
Here are some pics of the training saber Deadman and I did.
blue



I should have this mod out in a couple days...
Need help on that cutscene script!

Last edited by Qui-Don Jorn; 01-25-2012 at 02:15 PM.
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Old 12-25-2011, 10:26 PM   #62
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Quote:
Originally Posted by Kuai-Donn Jorn View Post
Hey thanks! I think I want to do the Inquisitor with a very long middle part and shorter ends..kind of reverse what I have here - probably change the emitters up as well..

And oh yeah,... that cutscene I am working on is actually starting now...but Ive run into another problem and am hoping someone wouldknow what the problem is..

Now,...it's running all fine up until case 3, where they actually start fighting.
- the cutscene ends and goes back to the player character.

i have the script that fires the cutscene also changing the npc's (iacen's) faction to neutral...which Im not sure is an ok thing to do..but I did it so he wouldn't draw aggro from the enemies in the next room..is that a no-no?

Also, he's spawning in with SpawnAvailableNPC so he'll have all his current equipment..

here's my cutscene script...

Code:
void main() {
	   object oIacen = GetObjectByTag("Iacen", 0);
	   object oDarthSion = GetObjectByTag("DarthSion", 0);
      	   int nParam1 = GetScriptParameter(1);
 	   switch (nParam1) {
                   
            	case 0:
 
                   	AssignCommand(oIacen, ActionPauseConversation());
                  	SetGlobalFadeIn(1.0, 2.0, 0.0, 0.0);
                   	AssignCommand(oIacen, ActionResumeConversation());
                   	break;

		case 1:

			AssignCommand(oIacen, ActionPauseConversation());	
			DelayCommand(2.0, SetLightsaberPowered(oDarthSion, 1, 1, 1));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 2:

			AssignCommand(oIacen, ActionPauseConversation());
			DelayCommand(2.5, AssignCommand(oIacen, ActionMoveToObject(oDarthSion, 0, 0.5)));
			DelayCommand(7.0, CreatureFlourishWeapon(oIacen));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 3: 
                   	AssignCommand(oIacen, ActionPauseConversation());
			DelayCommand(2.0, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(3.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
			DelayCommand(4.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(5.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
			DelayCommand(6.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(7.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
                   	DelayCommand(8.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
                   	DelayCommand(9.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 4:
                   	AssignCommand(oIacen, ActionPauseConversation());
                   	AssignCommand(oIacen, ActionPlayAnimation(10148, 1.0, 3.0));
                   	DelayCommand(4.2, CreatureFlourishWeapon(oDarthSion));
			DelayCommand(5.4, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
			DelayCommand(6.5, AssignCommand(oIacen, ActionPlayAnimation(10460, 1.0, 1.0)));
			DelayCommand(7.5, AssignCommand(oIacen, ActionPlayAnimation(10375, 1.0, (-1.0))));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 5:

			AssignCommand(oIacen, ActionPauseConversation());
			AssignCommand(oDarthSion, ActionMoveAwayFromObject(oIacen, 0, 8.0));
                   	AssignCommand(oDarthSion, SetLightsaberPowered(oDarthSion, 1, 0, 1));
			AssignCommand(oIacen, ActionResumeConversation());
			break;

		case 6:

                   	SetGlobalFadeOut(1.0, 1.0, 0.0, 0.0);
			RemoveAvailableNPC(3);
			DestroyObject(oDarthSion, 0.0, 0, 0.0, 0);
			DestroyObject(oIacen, 0.0, 0, 0.0, 0);
			break;
	}
}

I dont know if the rest of the cases work since I haven't gotten that far..
any help would be MOST apprieciated
thanks!
QDJ
I'm not sure you need to state the ActionAttack so many times. Just have Iacen attack Sion, and Sion attack Iacen once, and then wait 10 seconds or so to resume the conversation. I also don't think Iacen needs to be the one to Pause and Resume the conversation. You can just put: ActionPauseConversation());/ActionResumeConversation()); and it'll work fine. Also, do all the cases go in order, or are they conditionals for some other parameter?


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
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Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version

Last edited by Fallen Guardian; 12-26-2011 at 03:01 AM.
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Old 12-26-2011, 02:22 AM   #63
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Interesting training sabers... are their damage stats similar to, oh, say... the plasma torch? Very cool idea.



Thank you Gorgod.
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Old 01-06-2012, 07:18 PM   #64
Qui-Don Jorn
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Quote:
Also, do all the cases go in order, or are they conditionals for some other parameter?
they go in order..I will work on that when I get back..thanks FG.

Well, crap. I was going to release a couple of things today but then a message from Deadman halted it..he's got a soooper cool idea for the training sabers. So ima wait.

And I suppose this happens to everyone, but I'm burnt.
so much of modding over the course of a year and ..ugh.

After looking at some of these other modders threads, I start thinking I suck.
boo hoo right?

awright whatever.

Any of you badasses wanna lend me a tip on this?
Show spoiler


Its funny how you can start doing something and think it looks awesome until you see something better someone else did..blah. Ill shutup now.
*scurries off to contemplate role in the galaxy*

Last edited by Qui-Don Jorn; 01-25-2012 at 02:17 PM.
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Old 01-06-2012, 07:46 PM   #65
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Don't be so hard on yourself, it looks great! Just change the eyes to something more akin to Sith eyes, unless he's some evil unique badass who get his own eyes, in which case he's perfect.


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Old 01-06-2012, 07:53 PM   #66
Qui-Don Jorn
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err, more orangey? ooh yeah! two tone!
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Old 01-06-2012, 07:57 PM   #67
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I love the harsh eyebrows. I don't think he needs the headgear, though.



Thank you Gorgod.
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Old 01-06-2012, 08:18 PM   #68
Qui-Don Jorn
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oh no..i just had that on when I took the pic..but yeah, Dhagon looks odd with headgear.
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Old 01-06-2012, 09:06 PM   #69
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Looking awesome!!

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Old 01-07-2012, 12:26 PM   #70
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Looks great!

Last edited by Warlord664; 01-08-2012 at 09:53 PM.
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Old 01-08-2012, 06:13 AM   #71
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Looks great!
Fixed.

Great as always, QDJ.


I am back.
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Old 01-10-2012, 07:06 PM   #72
Qui-Don Jorn
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It is done...

Its an issue so,..
For the final version, any sabers that occur before the game's lightsaber quest have been removed.


If anyone is having an issue finding Iacen...
Show spoiler


I've been working on a saber mod for K1 since X-mas, but now I don't think I'll even release it.

Last edited by Qui-Don Jorn; 01-25-2012 at 02:19 PM.
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Old 01-10-2012, 08:19 PM   #73
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Looks good as always QDJ. Is this saber mod going to have an extra character/quest like HotOR 1.6?


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

Current Work in Progress: Dantooine Tension

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Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
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Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 01-10-2012, 08:28 PM   #74
Qui-Don Jorn
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No it dosen't...just hilt model replacements for main characters and a few special hilts.. but no quests, no recruitments..
-using .mod files for .utc replacements and scripts where necessary. Trying to keep .utc files out of override.

EDIT: I probably wont release it at all,..think of all the mods Id have to make it compatible with..
great.. now its raining and I gotta walk.

Last edited by Qui-Don Jorn; 01-10-2012 at 08:50 PM.
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Old 01-10-2012, 09:54 PM   #75
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Sorry about that, sounds like you put a lot of work into it. :/ For what it's worth, that screenshot looks awesome!



Thank you Gorgod.
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Old 01-12-2012, 05:10 PM   #76
Qui-Don Jorn
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Quote:
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Interesting training sabers... are their damage stats similar to, oh, say... the plasma torch? Very cool idea.
Plasma torch? No, more like vibro-blade..
I made the training sabers their own item in baseitems.2da so I could tweak damage and whatnot to suit the game. Currently it's sitting at 1-8 physical damage with an extra + 3 energy damage from the energy fields..not upgradeable.
Let me explain my reasoning behind this.
Vibro-blades do 1-10 physical damage and are upgradeable, my training sabers are somewhat heavy, metal blunt objects..vibro-blades have a sharp edge...though you could deal some serious bruises with the training saber it shouldnt do as much as a vibroblade...
I did have it at 1-4 physical but that didn't make sense since I was doing more damage with my bare hands.

Sound good??


EDIT an hour and a half later...

Nevermind,...HotOR aint changing..

Last edited by Qui-Don Jorn; 01-14-2012 at 02:36 PM. Reason: Wanted to add more..
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Old 01-14-2012, 04:55 PM   #77
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Well, just successfully uploaded HotOR 1.6 to KotOR files. I wonder if it will ever get approved and posted?
Has anyone had any luck there lately?
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Old 01-15-2012, 04:06 AM   #78
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I've had some luck getting pages to work. Sometimes.



Thank you Gorgod.
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Old 01-26-2012, 03:12 PM   #79
Qui-Don Jorn
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New head started..

Started on a Jana Lorso head reskin today. I don't know what species she is in the game, but I'm making her human, obviously.
Think I'm going to tone down her blue eyes, and probably start on ds transitions later tonite if I can.
Also I need some tutes on making heads like Uthars and hers able to wear headgear and masks..if there is one(?)



Whaddaya think?

Also finished and released the TOR saber pack finally. I'd like to do more for it, I've got more models in mind to expand that mod.

That's all for now..
-QDJ


EDIT: Oh yeah, I just downloaded BOS:SR, and the patch, so I'll be loading that up and giving that a playthrough. then I plan on making my SotOR mod (the one that I wasn't going to release) compatible with it. I figure if there's one mod I need to make a saber mod compatible with it's probably BOS. I've never seen it, but it looks phenomonal.
ok..bye.

Last edited by Qui-Don Jorn; 01-26-2012 at 04:27 PM. Reason: forgot something...
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Old 01-26-2012, 09:40 PM   #80
Zhaboka
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It looks nice, especially the lips. Her eyes need to be either desatured or lightened, in my opinion. Real eyes aren't that dark, concentrated blue.



Thank you Gorgod.
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