Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

USM Released!!!

Page: 3 of 5
 Darth333
08-16-2005, 4:27 PM
#101
I'll check with the team members if the % of chances to spawn certain crystals can be slightly modified. And if everyone agrees, I could post a new script. Some crystals are indeed very very rare and you need to be extremely lucky to get them. Note that some containers have also been excluded from the random loot. I don't remember about the containers in the cache but it could be the case.
 jimbo32
08-16-2005, 8:39 PM
#102
Is it possible that there is something in my Override not working properly? I just finished the fight with the bounty hunters on Onderon (led by the Twylek), and got two Padawans and a Rocarian (@lvl. 23). According to the random loot readme included with the mod, I should have a much better chance of getting something else. (I'm assuming that these are stage 1 crystals - correct?) Getting one of these at this point I could understand, but the odds of getting three from one fight would seem to be long.

Sorry for the hassle, but I really like the mod and would prefer to get the crystals "legally" rather than using KSE.
 TheOssusKeeper
08-20-2005, 11:28 PM
#103
here is a question for those using the USM.

I was wondering if anyone has had trouble with the USM as far as starting a new game and when getting to the Exile's trial cutscene, it freezes up?

This was my problem, I installed the USM while playing a couple of differ. games (after the trial scene) and had no problems at all, but when i went to start and play a new game and played up to the trial cutscene, the exile walks in and then just stands there, the cutscene would not continue... so i did some investigating and found that when i renamed (backed up) the zez.utc file that comes with the USM, it worked fine from then on... Just wondering if anyone else had this problem?
I found that there are several of the same type of utc files in many of the modules and for example: c_ithorian_001 is used in a few modules but have differ. stats... i extracted a dead ithorian utc file and place items on his dead body, then placed it in the override folder, i found that it overrides All c_ithorians_001 utc files in all modules... And i was unable to talk to the Ithorian at the Ithorian's shuttle bay on citadel station... so basically this may be the same problem with the zez.utc file not letting the exile's trial scene play properly... just a thought... (maybe just a fluke in my game) :giveup:

Here is a screenshot of where it hung up on me...

http://img390.imageshack.us/img390/4083/exiletrial5zs.jpg)
 SpaceAlex
08-22-2005, 4:45 AM
#104
here is a question for those using the USM.

I was wondering if anyone has had trouble with the USM as far as starting a new game and when getting to the Exile's trial cutscene, it freezes up?

This was my problem, I installed the USM while playing a couple of differ. games (after the trial scene) and had no problems at all, but when i went to start and play a new game and played up to the trial cutscene, the exile walks in and then just stands there, the cutscene would not continue... so i did some investigating and found that when i renamed (backed up) the zez.utc file that comes with the USM, it worked fine from then on... Just wondering if anyone else had this problem?
I found that there are several of the same type of utc files in many of the modules and for example: c_ithorian_001 is used in a few modules but have differ. stats... i extracted a dead ithorian utc file and place items on his dead body, then placed it in the override folder, i found that it overrides All c_ithorians_001 utc files in all modules... And i was unable to talk to the Ithorian at the Ithorian's shuttle bay on citadel station... so basically this may be the same problem with the zez.utc file not letting the exile's trial scene play properly... just a thought... (maybe just a fluke in my game) :giveup:

Here is a screenshot of where it hung up on me...

http://img390.imageshack.us/img390/4083/exiletrial5zs.jpg)


Hmm, the .utc file for Zez in that module (950COR) is npc_vrook002.utc (used in quite a few modules). zez.utc is an unique utc file, used only on 305NAR (Jek Jek Tar Tunnels), so that shouldn't be a problem.
 TheOssusKeeper
08-22-2005, 6:38 PM
#105
like i said, i'm not sure why there was such a hick-up like that, but once dealing with that file the game worked right... i haven't put the file back yet, but i will to see if anything changes... like i mentioned it must have just been a fluke in my game... or maybe whatever triggers that cutscene had something wrong with it, maybe one of the other Council members utc files... oh well, it's fixed now, but still not 100% sure what caused it...
 T7nowhere
08-22-2005, 9:46 PM
#106
^^^
zez.utc shouldn't effect that scene, atleast it hasn't in my 2 play throughs of that scene.

Strange that it would work fine when the file is removed.
 DanteS2005
08-30-2005, 5:40 AM
#107
Wonderful mod guys!!

I'm running a localized version of the game, at first i had problem while i was trying to complete the Build your own lightsaber quest, then i used the Language Converter (as someone pointed out earlier in this thread) to succesfully fix the problem.

But there's something else that is bothering me. When i look in my inventory both USM lightsabers and USM crystals don't have a name. The icon appears normally, but just the name ain't there. Is it supposed to be so?

If not, how could i fix this problem? I tried using the Language converter to overwrite the USM UTI files in the override folder into my language (which is italian, btw) but it didn't work.

Any idea?

Edit: I actually solved the problem when i traslated the UTI files, but the modify isn't retroactive. Is there a way to edit the inventory in order to let hte names appear?
 T7nowhere
08-30-2005, 8:41 AM
#108
^^^
The only way to do this would be to save a list of all the crystals and sabers you have found and then break them down at the workbench and use KSE (http://www.starwarsknights.com/tools.php#kse) to add fresh copys of the UTI's that you converted to your characters Inventory(If you do this remember to remove the upgrades from the sabers.) Oh, you can also use KSE to find out which USM items you have found there all marked with USM at the start of the file name.Before you use KSE on any save game make sure to keep a backup of it Just in case something goes wrong.

When you click on your savegames inventory in KSE a list will come up, the items highlighted blue are items that are currently in your inventory, Items highlighted in Red are Custom items found in your K2 Override, Items in black are items not in your inventory. After you add the items don't forget to Commit the changes.
 wasa7
08-30-2005, 10:03 AM
#109
Hello every one,
Has someone noticed that the 4th update link for the USM mod doesn't work? I've tried to download it but everytime I try it will take me to a new internet explorer window full of strange codes. I wish I knew the problem so I can help you guys. Anyhow, please let me know when is fixed so I can get the update.

Thank you all
 ChAiNz.2da
08-30-2005, 10:39 AM
#110
Hello every one,
Has someone noticed that the 4th update link for the USM mod doesn't work? I've tried to download it but everytime I try it will take me to a new internet explorer window full of strange codes. I wish I knew the problem so I can help you guys. Anyhow, please let me know when is fixed so I can get the update.

Thank you all
Try holding down the "Alt" key while clicking the link...

Also, once the 'code' stops loading, you can try saving the page as "upcrystals.2da" (without quotes)...

if that doesn't work, I'll pack the upcrystals.2da in a zip file for easier downloading :)
 Soogz
08-30-2005, 10:41 AM
#111
he hehe, I finally got it to work, after all of these month, lol. I had to take the files out of subfolders, that was why it was not working. So on that note, thanks to the mods, and admins, that helped me solve my problem. THANKS!

----SOOGALICIOUS
 DanteS2005
08-31-2005, 5:59 AM
#112
Bug report: While i was in the Shyrack Cave on Korriban i found 25 (twentyfive) Red Ryth Crystals in a Large crystal formation, along with a lorridian crystal (i think that this detail will make it easier for you to understand which formation is bugged).

My PC was level 23 or 24 by that time.

Hope this may be helpful.

I even know of one party member if talked to right will "give" you on of the former Sith Lord lightsabers :D

DM

Uhm? Are you talking about... Edited at the request of the creator of this "easter egg": hehe yes, you got the right answer but that's a secret... shhhh! ;) - D333
 Shem
09-23-2005, 8:30 PM
#113
I actually took the time to play a game with the ultimate saber mod so see how it works. Very impressive. I'm not finished with that game, but I really love it so far, and I'm sure I'll love it to the end. There was one thing that really bothered me and it's not the work on the sabers. It was the new dialogue added. Lots of misspellings, along with punctuation errors, etc.

Anyway, I actually went back to fix those, but my KOTOR Tool crashes for some reason when I try to edit the dialogue files. If I was able to complete it, I was considering sending T7 the new updated files when completed. Then leave it open to you for an updated release.

A minor thing was the Darth Bandon sabers. They're single bladed. In KOTOR, Darth Bandon used a double-bladed lightsaber. I did edit it for my personal use so they are double-bladed for my version, which I did a simple edit to the .uti files. And another thing I personally think would make it cooler is lightsabers for the Sith Assassins. Scripting .ncs files isn't something I have knowledge of, and the SA's use a lot of the same tags, which leads to the SA's being idle on one of the maps on the Harbinger (Map 152HAR), and some of the Sith Soldiers use the same tags on the Freedon Nadd mission out in the field (Map 410DXN), and are idle as a result. Again, that my personal opinion about the SA's having sabers, but I strongly believe that it would be a very popular update.
 T7nowhere
09-24-2005, 2:43 AM
#114
It was the new dialogue added. Lots of misspellings, along with punctuation errors, etc.

Anyway, I actually went back to fix those, but my KOTOR Tool crashes for some reason when I try to edit the dialogue files. If I was able to complete it, I was considering sending T7 the new updated files when completed. Then leave it open to you for an updated release.

The misspelling is my fault, I guess I need a proof reader for my dialogs ;) One thing you should know is to not edit TSL dialogs with KT(it will corrupt the TSL dlg files) Use tk102's Dialog editor http://www.starwarsknights.com/tools.php#de)

A minor thing was the Darth Bandon sabers. They're single bladed. In KOTOR, Darth Bandon used a double-bladed lightsaber. I did edit it for my personal use so they are double-bladed for my version, which I did a simple edit to the .uti files.

Well you see the thing about modding is that the modder gets to make the mod the way they want to. ;) Making Bandons lightsaber Single bladed was a conscious decision by svцsh, the model was intended for a K1 mod by another modder, Unfortunately the mod was not finnished before TSL was released.

And another thing I personally think would make it cooler is lightsabers for the Sith Assassins. Scripting .ncs files isn't something I have knowledge of, and the SA's use a lot of the same tags, which leads to the SA's being idle on one of the maps on the Harbinger (Map 152HAR), and some of the Sith Soldiers use the same tags on the Freedon Nadd mission out in the field (Map 410DXN), and are idle as a result. Again, that my personal opinion about the SA's having sabers, but I strongly believe that it would be a very popular update.

Changing the weapons of npc's that use the same tag/utc isn't really a problem. Actually scripting it wouldn't be that difficult, however it is pretty time consuming to find all the references coding it then testing. The only SA that I gave sabers to are the ones you meet in Nadds temple on Dxun.

If you really want SA with sabers you might want to take a look at Prime's Putting the Sith Back in The Sith Lords (http://www.pcgamemods.com/mod/12018.html) There are several good examples in his mod which explains how to switch npc's appearances and weapons.
 SITHSLAYER133
09-24-2005, 5:22 AM
#115
damm good mod its to good for us mortals
 General Kenobi
09-24-2005, 8:07 AM
#116
Well since the USM thread has made it back up on the front page I'll go ahead and let you guys know of the "easter egg/goodie mistake?" I found.

I personally love the feature BUT when you find Vash's body on Korriban you can loot it once. Then if you keep doing it everytime you open her up she'll have different versions of her saber crystal. ;) You can end up with 10 of every color or more if you open her up enough. :D

Just thought I'd find out if it was intentional :D

:ben:
General Kenobi
 Darth333
09-24-2005, 10:19 AM
#117
No, I forgot to set a variable for her. I made the fix but I am working on balancing the random script a little better before releasing it.
 Shem
09-24-2005, 6:41 PM
#118
The misspelling is my fault, I guess I need a proof reader for my dialogs ;) One thing you should know is to not edit TSL dialogs with KT(it will corrupt the TSL dlg files) Use tk102's Dialog editor http://www.starwarsknights.com/tools.php#de)

I downloaded it and have worked on the dialogues already. I have T3 completely fixed. I believe I have the Handmaiden fixed. I can't find anything else that needs to be worked on. I'm currently working on Atton and have fixed some of it up.



Well you see the thing about modding is that the modder gets to make the mod the way they want to. ;) Making Bandons lightsaber Single bladed was a conscious decision by svцsh, the model was intended for a K1 mod by another modder, Unfortunately the mod was not finnished before TSL was released.

Oh, okay.
 Shem
09-24-2005, 8:00 PM
#119
I just finished working on the dialogues for the main characters and have sent it to T7 via email just about a minute ago. Since there was so much to work on, I may have miss a little teak here and there. However, I can guarantee that I did fix at least 95%-99% of it. I now leave it up to the USM team to use it as an update.
 General Kenobi
09-24-2005, 11:51 PM
#120
No, I forgot to set a variable for her. I made the fix but I am working on balancing the random script a little better before releasing it.

Aah kewl :thumbsup: Nice to see a new version of the random script coming out as I think I know what it's all about ;)

I have an off topic question too BTW :D "Where does the crafted pc lightsaber versions of your party members sabers come from? I've never seen the uti's for them? Just wondering. ;)

:ben:
General Kenobi
 T7nowhere
09-25-2005, 5:43 PM
#121
I have an off topic question too BTW :D "Where does the crafted pc lightsaber versions of your party members sabers come from? I've never seen the uti's for them? Just wondering. ;)

They are dynamically created by the game using some funky scripting functions that the devs added to TSL.

X for excluded, hiding they are not. :p
 TreeX
09-25-2005, 7:19 PM
#122
errm... just a query but i'm just wondering, if you've got mods like oldflash's 10 lightsabers, 9doubleblades etc would the mods conflict? mainly cause when i first tried it , they'd SAY they built the lightsaber but never do. errm... yeah if anyone could tell me if i screwed up again i'd be very happy :toilet1:
 Renegade Angel
09-27-2005, 7:47 PM
#123
Yeah, they'd conflict I bet. Ask T7
 T7nowhere
09-27-2005, 10:12 PM
#124
oldflash's lightsaber packs will not conflict with USM. his saber packs replace the default saber models.
 Renegade Angel
09-28-2005, 3:43 PM
#125
So, has the pack been updated since I stopped visiting Holowan?
 Darkkender
09-28-2005, 6:50 PM
#126
No not really it's still pretty wysiwyg ;)
 TreeX
09-28-2005, 9:34 PM
#127
oh right thanks
 General Kenobi
09-29-2005, 6:23 PM
#128
They are dynamically created by the game using some funky scripting functions that the devs added to TSL.

X for excluded, hiding they are not. :p

You'd think the opposite, but I think that's really kewl how it happens then :D

Just makes USM that much more special and unique :D

:ben:
General Kenobi
 Arcker
09-30-2005, 7:49 AM
#129
Hi to all on the fourm, and can I extend my hand to the creators of this great mod, I downloaded awhile ago and have loved it ever since, but recently I have run into a few snags with the custom sabers for my party. I applogize if this one has been explained already but I didn't spot it so here goes so far I can not seem to get Bao-Dur or Mira to create their custom sabers and wondered if either the masters behind the mod or the great people of the fourm with more expireance with modding and this mod could help me out as I'd love to see their custom saber and add them to the group collection I've goes as far as going to Korriban without unlocking their sabers did I miss something ?
Thank you for the Great Mod and hope to hear from you soon Arcker
 T7nowhere
09-30-2005, 11:58 PM
#130
I can not seem to get Bao-Dur or Mira to create their custom sabers

To have Mira and Bao-Dur build their sabers you have to be on the Ebon Hawk and Mira needs to be A Jedi Sentinal and Bao a Jedi Guardian.

Have you been able to build Handmaiden's, Visas', and Atton's sabers.
 Shem
10-01-2005, 1:34 PM
#131
There is a bug I discovered last night. The meeting of the Jedi Masters on Dantooine have a slight bug. Or a tiny script problem. I figured out what causes it.

In my first game with the USM, I am doing it Light Side and I did the meeting of the Jedi Masters and just got past the Handmaiden's duel and your duel with Atris when I realized I didn't complete the quest for Greeta where you open new trade routes. I also should include it that I did also buy the new HK-47 part and installed it and made him temporary "nice". And I had Mandalore tell the Mandalorians on Nar Shaddaa to go to Dxun.

Well, I went back and did all that and when I went to the meeting of the Jedi Masters, the Masters did not have their new lightsabers. I knew that something going back and finishing those plot quests before the meeting of the Masters made the script not work.

Though I did figure out that if Kreia is not in your party when you enter the Jedi Enclave, the Masters will have their custom lightsabers. If Kreia is in it, they will use the default ones.

I know what mention is true because I did go back to my save point before the meeting and tried it again without going back to Nar Shaddaa and completing those quests and it did not matter if I had Kreia in my party or not because the Jedi Masters had their costume lightsabers. Then tried it again with those completed quests and it did not work with Kreia in my party.
 T7nowhere
10-01-2005, 2:00 PM
#132
^^^ Thats odd, I tested with Kreia in and out of the party and it always spawned the lightsabers. Well its a minor problem, the solution being just don't take Kreia with you. ;) Can anyone else confirm this happening.

Edit: Oh it couldn't be a result you completing those other quests. the saber spawn script is fired by passing over a trigger that spawns Kreia's entrance, but like I said I tested it both ways and the saber script will still fire when the PC passes through the trigger, it just won't spawn Kreia again.
 General Kenobi
10-01-2005, 3:45 PM
#133
This could possibly be related to my own problem of If I'm lightside except for killing masters when I meet them makes them when I meet them on Dantoonie for the big reunion duel not have their custom sabers or anything at all either?

:ben:
General Kenobi
 T7nowhere
10-02-2005, 1:07 AM
#134
^^^ Ok so let me get this clear your char is LS and you didn't kill any of the Masters, when you return to Dantooine to meet them none of them have lightsabers at all.

If thats true then it means the script is fireing to the point of destroying the npc's sabers but its not equiping the new ones. Do you have any other mods that affect the final encounter or any of the single Master encounters?
 General Kenobi
10-02-2005, 9:28 AM
#135
Nope. Let me specify just to make sure though T7.

I run through the game Light Side with the only killing (below) being masters to get their sabers :D

I will kill Zez Kai El on Nar Shaddaa by the "then you know I've come to end you." After I kill him I believe he has both his saber and a color variation chrystal of it or two on him for loot.

When I go to Dantoonie I save Dantoonie, but I tell the gal in the cave he needs to be killed. Vrook comes out of the cage after I kill everyone and I wound him bad and he runs off. I save Dantoonie and he's absent. After it's all overwith he comes back for the final fight in the Matalie Estates' front lobby. I kill him and take his lightsaber and a masters robe from him.

The rest of the masters I won't see of course till I go to Dantoonie for the last "jedi purge" I'm going to do. Regardless of whether I have a change of heart and allow them to start to bind me and Kreia steps in, or if I fight them all at once when they fall NO SABERS.

If I run through the game totally light side and Kreia zaps em' all at the end on Dantoonie to save me all they say is. "This body is lifeless worse than death" sorta thing every time I click on their bodies but it never gives me their sabers.

I thought maybe it's because I'm light side it somehow messes up since most times your dark side if your killing the jedi masters? Not sure if that would have an effect or not.

:ben:
General Kenobi
 T7nowhere
10-02-2005, 10:18 AM
#136
Maybe its just, but I'm confused(in my defense though I have only had about 8 hours sleep in the last 3 days).

Ok so your playing lightside and your killing Jedi masters for there sabers and then at the final encounter there all there!?... wth?

Ok well first thing is that I wrote the script to check and see if the PC has any of the master sabers if the PC does, then the saber won't spawn. However if you don't have any of the sabers in your inventory then it should spawn(heh funny thing about that is if you equiped any of the master sabers on the partynpc's then they would spawn, I think, but that shouldn't even be a possible scenario)

If you have killed any of the Jedi masters then the remaining should attack you right away and once there dead you can loot the corpse for the saber that was spawned on them , If it spawned. do they spawn?

Hmm, If you have saves before these points it would be helpfull to me, shoot me a PM if you do.
 General Kenobi
10-02-2005, 1:29 PM
#137
When I play lightside and kill the Jedi Masters only the ones I couldn't kill were there. Like I killed Zez right out cause I had the option. Vrook I killed after I saved Dantoonie, Picked up Vosh's Saber off her corpse on Korriban.

When I go back to Dantoonie then for the final confrontation Kavar is all that's left. After he attacks me and I kill him and Kreia zaps me for not understanding her teachings. I get up go over to Kavar (and Vrook If I flubbed up killing him) and they have nothing on their corpses.

If I spare all three masters they do the same. Bodies with no loot after Kreia fries them.

I don't have a save I don't think but I'll look. If I don't I can try to get you one ready right before the final showdown happens on Dantoonie.

:ben:
General Kenobi
 SITHSLAYER133
10-02-2005, 2:38 PM
#138
i run into this bug they have nromal untill they die there looted corpes contain the new sabers from the great mod
 General Kenobi
10-02-2005, 3:41 PM
#139
T7 let me ask you this. Are you saying that the game does a "check" to see if you have the master's sabers already in inventory and if you do it doesn't drop when they die? If so this would explain my problem.

EDIT: I might have already answered it myself. I just confronted Kavar at Dantoonie and fought him when he fell and after I got up from Kreia zapping me he has no loot at all. No saber no nothing. I had zero Jedi Master sabers in my inventory save for Mace Windu's lightsaber which isn't one of theirs.

T7 here's the save game per your request Zez has been defeated, Vrook has been defeated, your on nar shaddaa just finishing up and Kreia has already did the conv. for going to dantoonie. You should just load the Hawke and go to Dantoonie. I just ran though and kavar dropped nothing.

SAVE GAME: http://www.gilliamgraphics.com/4T7NowhereSaveGame.rar)

T7 edit:Thanks :)

:ben:
General Kenobi
 T7nowhere
10-02-2005, 4:51 PM
#140
^^^ Ok man, I need some saves. If you have multiple variations of the encounters it will help.

You can't understand how much this news annoys me, I tested that scene so many times. It should work. I'm thinking either a globalnumber wasn't set somewhere, your missing some files or its a mod conflict.
 CrudeMatter
10-02-2005, 4:53 PM
#141
I LOVE the USM!!! You people kick a$$! I couldn't be happier to see a collaboration of modders make such an amazing project. Kudos and congratulations to you all. You should be proud for your individual contributions and your teamwork. Great work that meshes so nicely with the original story, and even cleans it up/ enriches it. File size didn't phase me a bit, I knew it would be worth it, and you didn't disappoint.
some particulars:

Kreia's hilt- Is it me or was that inspired originally for Jolee? Its good stuff.
Mira's sabre- That thing is gorgeous!
um...easter egg...- Nice inclusion, especially for those who were fond of pt 1.
BA-122 "Break-away" - Fabulous idea (if a bit of a cheap trick lol), and a beautiful sabre/set. great inclusion, I would have been willing to have that side quest extended to require more items. (like another set of sabre quest parts or something.) I got all giddy when I first found the datapad. I even loved the bench/lab console on dant., I would've dl'ed that by itself.
Enhanced Random Loot- Bless you. Being a bit of a crystal hound, I would have liked to see more upgrade crystals also, but I imagine that becomes overkill pretty quickly. I guess I just like the shiny rocks. I enjoyed having a fat stack of padawan crystals, etc.- (presumably to restart the order with, or whatever.)
Visas' Force Sight dlg fix- I was glad to see that, even though I never found when/where that power was of any value. But it bugged me.
Xia Terashi's short sbr- Well done, beautiful sabre.
Segan Wyndh sbrs- I'm sure they're very popular... best 'standard' sabre in the game. (I would like one in white/black, though... or even pink to match one of the Xia sbrs.)
All the name-charachter's sabres- Thank you for making them less "cookie-cutter" charachters. It always bugged me that these sorts of people walk around with run-of-the-mill sabres, and you gave their sabres charachter that was true to the owners. Nicely done.
Movie-style sbrs- Your attention to detail, and dedication to the originals is undeniable.
Updates- your passionate dedication to the project is admirable, and much appreciated.
And a special bit of appreciation for the toolmakers... we all owe you many thanks.

-edit- I had but one small complaint, and I'm almost embarrassed to mention it... but I still didn't get my sabre back from Atris! lol ... unless Atris' Prism was supposed to be the exile's original, or I did get a normal sabre and didn't notice. ...and I probably would have let her keep it (LS), but I was hoping. -

Thank you all, and congratulations again on a wonderful project.
 T7nowhere
10-02-2005, 5:33 PM
#142
Thanks CrudeMatter, I love reading positive comments like yours.

@ GK, I hate to say this to ya, but it must be a mod conflict on your end. After I changed the appearance of your PC to something I have ;) and switched the saber to my Mace Windu hilt, I went to confront Kavar. His lightsabers spawned and I was able to loot them from his corpse.
(btw uber implant, lol.)

So the next step is for you to send me a list of your installed mods, if you want this to be fixed that is. oh but before you do that you might want to try reinstalling USM and the updates, you shouldn't need to copy over the 2da's though. Those should be fine. You might want to try copying over only the .ncs files and see if any new ones are added to your override folder. ( no rush though take your time and don't forget to back up your override folder first.)
 General Kenobi
10-02-2005, 5:49 PM
#143
Good deal :D

I know for sure I have USM, Holowan Plugin, and some other mods like my implant ;)

I'll work you up a complete list of my installed mods and get them out to ya T7. :D

:ben:
General Kenobi
 svцsh
10-02-2005, 6:21 PM
#144
Thank you CrudeMatter it’s always nice to hear people really enjoy our work, and after the time we spent making it. It’s nice that you would take the time to list off the things you like about it.

No I designed Kriea’s specifically for her, it was the first of my k2 hilt models I built. It was shortly after my first play through, sort of a short version of a twisted wizards staff.

I have been thinking of making one for jolee for k1 out of bone ;) Just leave it to me to think outside the norm for saber hilt materials.

svцsh
 CrudeMatter
10-02-2005, 6:59 PM
#145
Thank you CrudeMatter it’s always nice to hear people really enjoy our work, and after the time we spent making it. It’s nice that you would take the time to list off the things you like about it.

No I designed Kriea’s specifically for her, it was the first of my k2 hilt models I built. It was shortly after my first play through, sort of a short version of a twisted wizards staff.

I have been thinking of making one for jolee for k1 out of bone ;) Just leave it to me to think outside the norm for saber hilt materials.

svцsh

Don't mention it, that's what feedback is for ..right? = )
<snap> I thought I was being all smart 'n stuff. I thought you may have had it sitting before TSL and decided to include it in USM. To me it would have fit jolee well. ...But I totally get the wizstaff idea... nicely done. I loved the organic styling on the hilt(of course a green blade fit it perfectly). Keep thinking outside the box... u go! it was a work of art on its own.
 General Kenobi
10-02-2005, 7:34 PM
#146
I agree with ya up there CrudeMatter BUT my favorite part about Kreia's lightsaber isn't the hilt at all. :D I love it but my favorite part is the Crystal that gives it to you ;) I love how the crystal is supposed to be made in the hot sun of Tatoonie was genius :D
__________________________________________________ ______
OK T7 I went through my override and here's what I've got installed:

General Kenobi MOD Listing:

MAJOR MODS:

Holowan Plugin
High Level Force Powers V2
Ultimate Saber MOD

MODS:

Aakarra Joth Lightsaber (custom lightsaber mine)
Aakarra Joth Royal Robes
Atton's Custom Robe (mine)
Bao-Dur 2 Black Jedi Master From K1 (mine)
Kaiburr Crystal Edit (mine properties only)
Dark Jedi Master Robes Edit (mine texture only)
Defender of the Light Robes (mine)
Visas Stolen Hope of Katarr (purple USM custom edit on properties made as new uti saber edit; mine)
Hattori Hanzo Sword Bride's Blade (mine melee weapon)
Hattori Hanzo Sword Bill's Blade (mine melee weapon)
Hattori Hanzo Sword Buck's Blade (mine melee weapon)
HK-47 Bullet Holes/Battle Worn (mine texture edit)
Jedi Robes of Revelation (mine Bastila's robes)
KillRifle (mine)
Knockdown (custom blaster mine)
LightBringer (mine custom lightsaber)
Robes of Light (mine)
Mandalore's Prize (custom rifle)
Avenger Saber (Maverick187 lightsaber)
Melignous Blade (mine sword)
GilliaBoom!!! (custom high impact Thermal Detonator mine)
HeAdShOp MOD 1.0 (mine the armband mod;first one)
Darth Melignous Lightsaber (mine custom lightsaber)
Mira's Robes (mine)
Nemisis Saber (custom lightsaber)
Nomi SunRider's Lightsaber (mine made by Mav187 for me)
Nomi SunRider's Robe (mine)
Raven Mask (mine custom mask)
Sith Mask (mine custom mask)
Sith Robes (custom robes mine)
Sith Sythe (custom pink lightsaber mine)
T3 Feats (custom implant droid mine)
Thief Belt (mine)
Unlocked Doors (Darth333)
HaK_Pad (ChAiNz)
Defender's Wrist Console (mrdefender)
RedHawke's Correction Band (RedHawke)
Where Am I Armband (Darth333)
Stoffe's Combat Arena (Stoffe~mkb~)
Bao-Dur Charged Armor (ChAiNz)
Bao-Dur Field Goggles (T7)

That should be all of them :D T7 I checked all of the uti references for every saber other than USM sabers and all were below USM's starting out point for numbering so that parts good.

:ben:
General Kenobi
 svцsh
10-02-2005, 11:11 PM
#147
Thanks GK it was fun thinking that crystal description up actually and then modeling that melting eye with a crystal forming on the inside. Not being someone that knows the EU very well at all, I took places and events from the few sw games I have played and my way overactive imagination.

I see you have a custom Visas hilt there in your list I’m glad you like it, I really like the clean simple lines on it. To let you in on a little USM inside joke the raised braille on her hilt spells her name vertically :p *hinted to in the description*

I downloaded a braille font from the institute of the blind for the project.

@CrudeMatter no Atris’ prism is hers and you do get it either dark or light, but I have never gotten the Exile’s saber back from her, then again I play LS.
Unfortunately so late in the game there are only two opportunities to upgrade it, on the Ravenger and in the academy on Malicore, I made use of basic colour mixing with the crystal and hilt crystal, to make it a bit of fun too ;)

svцsh
 MdKnightR
10-03-2005, 12:42 AM
#148
HRMPH! :disaprove None of mine are in your list!
 Shem
10-03-2005, 2:58 AM
#149
My favorite hilt is the Type-J hilt. What a sweet looking hilt. That is my PC hilt from now on, unless I get bored of it and see another I like.
 CrudeMatter
10-03-2005, 6:37 AM
#150
I agree with ya up there CrudeMatter BUT my favorite part about Kreia's lightsaber isn't the hilt at all. I love it but my favorite part is the Crystal that gives it to you I love how the crystal is supposed to be made in the hot sun of Tatoonie was genius

Touche'. Creative item story is a big part of rpg. I wouldn't have upL'ed anything if I didn't think I had something to share in that vein. I guess I was mostly commenting on the skills that seem most foreign to me. I am pretty light on computer skills, but I'm an old-school RP'er, so I guess creative storyline doesn't surprise me much. I take that kind of thing in stride(perhaps a little too much, apparently), but you're right, that was a special tidbit... if a tad gross.lol


Thanks GK it was fun thinking that crystal description up actually and then modeling that melting eye with a crystal forming on the inside. Not being someone that knows the EU very well at all, I took places and events from the few sw games I have played and my way overactive imagination.

I see you have a custom Visas hilt there in your list I’m glad you like it, I really like the clean simple lines on it. To let you in on a little USM inside joke the raised braille on her hilt spells her name vertically :p *hinted to in the description*

I downloaded a braille font from the institute of the blind for the project.

@CrudeMatter no Atris’ prism is hers and you do get it either dark or light, but I have never gotten the Exile’s saber back from her, then again I play LS.
Unfortunately so late in the game there are only two opportunities to upgrade it, on the Ravenger and in the academy on Malicore, I made use of basic colour mixing with the crystal and hilt crystal, to make it a bit of fun too ;)

svцsh

ah... ok I can understand the rationale. I guess it just irritated me how the exile's saber is dangled in front of you early on but you never get it back. It felt like a tease. Besides, I usually use the Portable const bench, because I like the industrious elements in the game, so it would matter little to me... I could upgrade it anywhere/anytime. Not to mention that I would probably let Atris keep it if that were an option... I'm a dedicated light-sider too, and that kind of option seems like it would fit storyline well.
I thought that looked like braille on visas' hilt! That was slick, sneaky modder. Kudos on that one too. I'm gonna have to look at that more closely.
I really enjoy your creativity, keep up the great work... I hope you continue to enjoy it.
Page: 3 of 5