Fair Strides 2 Posted February 17, 2014 Posted February 17, 2014 I have some more crystals. Show spoiler (hidden content - requires Javascript to show) For those of you with keen eyes, you'll notice that these crystals are from TSL. Every single one. I edited the icons for them so that there wouldn't be a porting issue. Still trying to figure out how to get the right properties on the lightsabers. I thought something was off and thought of the crystals being from TSL, but I wasn't sure. As to upgrading, You'll need to add a line for each crystal to upgrade.2da, with the template resref of the crystal.uti... and make sure the upgrade type is 0.
milestails Posted February 17, 2014 Posted February 17, 2014 Wow so there were more crystals in K1 after all!
Fair Strides 2 Posted February 17, 2014 Posted February 17, 2014 Wow so there were more crystals in K1 after all! Actually, no. LDR made them from scratch by making empty .uti files with the names, and I assume the descriptions, of the TSL crystals. He's only a few steps short of making them work for upgrading purposes in K1...
LDR Posted February 18, 2014 Author Posted February 18, 2014 Oooh, shiny... You mean making the new crystals bonuses apply correctly to the lightsaber when put in? Yeah. Fair Strides told me what I have to do. I don't like it one bit. I thought something was off and thought of the crystals being from TSL, but I wasn't sure. As to upgrading, You'll need to add a line for each crystal to upgrade.2da, with the template resref of the crystal.uti... and make sure the upgrade type is 0. Already did that. Adding all of them to each lightsaber is going to be a pain. Wow so there were more crystals in K1 after all! Actually, no. LDR made them from scratch by making empty .uti files with the names, and I assume the descriptions, of the TSL crystals. He's only a few steps short of making them work for upgrading purposes in K1... Dead-on, Fair Strides. Anyways, here are the last few crystals. Once I get them working right with the lightsabers then I'm going to start working on the Yavin cave modules. Show spoiler (hidden content - requires Javascript to show)
Malxados Posted February 19, 2014 Posted February 19, 2014 Yeah. Fair Strides told me what I have to do. I don't like it one bit....Adding all of them to each lightsaber is going to be a pain. Bahaha oh my. I don't suppose you could use TSLPatcher to speed up the process a bit (by making such changes to one lightsaber in a changes.ini and copy/pasting it multiple times, then just changing the lightsaber names for each)?
Fair Strides 2 Posted February 19, 2014 Posted February 19, 2014 Bahaha oh my. I don't suppose you could use TSLPatcher to speed up the process a bit (by making such changes to one lightsaber in a changes.ini and copy/pasting it multiple times, then just changing the lightsaber names for each)? SHHHH!!!! Don't give him the easy way out! It won't kill him to exercise his fingers, will it? He already knows all the typing, copying, and pasting I've been doing recently...
Phildevil Posted February 19, 2014 Posted February 19, 2014 These last one I don't remember seeing in TSL. New stuff?
Malxados Posted February 19, 2014 Posted February 19, 2014 SHHHH!!!! Don't give him the easy way out! It won't kill him to exercise his fingers, will it? He already knows all the typing, copying, and pasting I've been doing recently... Bahaha but I have to feel like I'm contributing somehow!
Christos K Posted February 21, 2014 Posted February 21, 2014 Yeah. Fair Strides told me what I have to do. I don't like it one bit. Already did that. Adding all of them to each lightsaber is going to be a pain. Dead-on, Fair Strides. Anyways, here are the last few crystals. Once I get them working right with the lightsabers then I'm going to start working on the Yavin cave modules. Show spoiler (hidden content - requires Javascript to show) Any chance that VP's tool being used for the new "USM" mod could be used for this mod (obviously it'd need to be edited to work for K1) Also any chance that this would also apply to Crixler's saber colors mod?
Fair Strides 2 Posted February 21, 2014 Posted February 21, 2014 Any chance that VP's tool being used for the new "USM" mod could be used for this mod (obviously it'd need to be edited to work for K1) Also any chance that this would also apply to Crixler's saber colors mod? VPs tool and Crixkler's mod both involve the models. Crixler's might also have new .utis. All LDR has to do is follow Malxados' advice and he can have it done quick. Or I can help him to get it done faster, if he wants.
LDR Posted March 1, 2014 Author Posted March 1, 2014 I've got some more screenies for LKIM 2.0, and boy has it changed a lot. Right now I've been working on replacing all of the NPCs with those dreaded low-poly models with, well, actual NPCs. I've been renovating modules to make them look more realistic (mostly from the K1 Enhancement Pack). But that's not all. I've also been working on a Sith Spy subplot on Taris. I always found it odd how the Sith turned a blind eye to you and Carth (a well-known war hero!), even after raiding their base. This will change that, and I plan on putting a few more subplots across the game as well. Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Although I regret to inform that this will be incompatible with the K1 Enhancement Pack, I plan on incorporating many elements from it into LKIM 2.0 (such as Zelka's Medical Facility, above). I'd like to give a big thanks to SpaceAlex for making it a modders' resource!
CptPriceless Posted March 2, 2014 Posted March 2, 2014 Show spoiler (hidden content - requires Javascript to show) Nice idea. Can't wait to see how this one plays out.
Christos K Posted March 2, 2014 Posted March 2, 2014 REALLY Looking forward to this. Should make Taris a lot less boring. Hell I'm even willing to wait for this mod (as well as your other projects) to release before I do another play through.
Sith Holocron Posted March 2, 2014 Posted March 2, 2014 I'd like to give a big thanks to StarAdmiral for making it a modders' resource! Don't you mean Space Alex?
LDR Posted March 7, 2014 Author Posted March 7, 2014 Thanks everyone! I've got another surprise for you: Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) I've still got some polishing up to do, but this is pretty much the gist of it. And obviously the sky isn't final either. How did I do?
Darth InSidious Posted March 7, 2014 Posted March 7, 2014 Beautiful reskin, LDR. Looks really good. I'm particularly impressed by the logical use of the textures - too often people use the brick and stone textures almost interchangeably, or use trims for large chunks of wall/floor, etc.
Christos K Posted March 7, 2014 Posted March 7, 2014 Very nice use of the Starforge. I feel as if it is an underused module for new mods.
CptPriceless Posted March 7, 2014 Posted March 7, 2014 Figured out it was the Star Forge after spending several seconds blankly staring at the first screenie. The reskins look good man.
Sithspecter Posted March 7, 2014 Posted March 7, 2014 Looks good! I'd suggest making the starfield texture completely invisible and adding a skybox in the .lyt and .vis files.
Zhaboka Posted March 8, 2014 Posted March 8, 2014 Yeah, took me until the second screenshot to get it. Very nice work. Feels nice and open and breathable.
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