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90SK Retexture Project Stuff


90SK

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I have released the 2.0 of Ultimate Appearance Mod on DeadlyStream, featuring the robe content pictured above and the armor content from heavy armor expansion mod, plus new canonical Mandalore and shiny HKs and updated Nihilus mask.

 

http://deadlystream.com/forum/files/file/181-ultimate-apperance-mod/

 

Link does not work. I checked and the file doesn't exist. It probably hasn't been approved yet.

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Please note that Bao-Dur will not be able to wear robes regardless of usability of that robe slot with vanilla slot compatibility. Any usage of robes by Bao-Dur will result in a game crash, unfortunately.

 

Would using your Bao-Dur Remix mod on KoTORFiles change that in any way?

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Would using your Bao-Dur Remix mod on KoTORFiles change that in any way?

 

Maybe, I don't know. It seems like it would, though, since that mod tries to make Bao-Dur work without his arm. I know that some of those slot restrictions are hard-coded though so making something like that work may be difficult.

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  • 1 month later...

It's better than in BOS:SR, which I didn't even think was possible.

 

If I could add my own personal touches to it, I'd reskin the armor to be a darker brown, or something. Kinda like Mandalore the Ultimate's armor.

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  • 1 month later...

I've released a mod that changes the Jal Shey armors to Ubese Environment suits, and I boosted the stats to be a little more accommodating for armored jedi as well as bumping up the resolution and quality of the textures. Get it on DeadlyStream:

http://deadlystream.com/forum/files/file/225-ubese-environment-suits-for-jal-shey-armors/

 

Hopefully I'll do a few more mods like this that work with the M armor slot since I don't really like the Jal Shey armors. If there's a specific armor model that you want to see replace those armors post it here and I'll do it up, I didn't do any new skins for the Ubese armor but that might be in order for future versions, maybe something completely different that uses the shape of the model rather than the texture, a good challenge for a skinner such as I.

 

 

I'm also interested in possibly taking the story related content from my SUPER content mod and making it TSLRCM compatible, the new bounty hunter encounter on Onderon has a problem with the TSLRCM where HKs are where the bounty hunters appear, so I'd have to figure out how to remove them, but then yeah the new merchants and the hunter on Telos and Dxun would work well and maybe some other new stuff if I can manage: I remember scripting those cutscenes proved to be challenging but doable, I'd just have to refamiliarize myself with scripting.

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  • 3 weeks later...

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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Jal Shey armors are out, I included the k1 style tunic robes also:

http://deadlystream.com/forum/files/file/206-ultimate-appearance-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 :D.

 

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.

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  • 3 weeks later...

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/file/257-new-onderon-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.

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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.

 

poptreask.jpgpostarless2.jpgpoptffrask.jpgdefaultpo.jpgpoptrdddask.jpg

whitepo.jpgbrightredpo.jpgpoptraskddd.jpg

 

 

 

Need some scripting help.

 

Script for removing merchant, triggered by declining his offer in the dialog.

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.

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

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.
}

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Breakthrough: http://deadlystream.com/forum/files/file/263-new-bounty-hunters-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.

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