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90SK Retexture Project Stuff

Page: 3 of 5
 Zhaboka
06-27-2012, 1:00 AM
#101
Nice looking stuff! The green robes look quite subtle and nice compared to the vanilla editions.
 Fallen Guardian
06-27-2012, 6:17 AM
#102
The K1 cloaked robes look awesome! It'd also be really cool to have everything in one big pack.
 90SK
07-04-2012, 4:30 PM
#103
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/)
 CptPriceless
07-04-2012, 4:42 PM
#104
Looks fantastic. Good work man :)

EDIT: Link worked the first time I clicked it. Subsequent tries = crashes. Piss.
 darthbdaman
07-04-2012, 4:52 PM
#105
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.
 milestails
07-04-2012, 8:31 PM
#106
It works now.
 90SK
07-05-2012, 2:58 PM
#107
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.


http://img687.imageshack.us/img687/7541/screenshot2eo.th.jpg) (http://imageshack.us/photo/my-images/687/screenshot2eo.jpg/)

http://img196.imageshack.us/img196/118/screenshotuldn.th.jpg) (http://imageshack.us/photo/my-images/196/screenshotuldn.jpg/)

http://img805.imageshack.us/img805/3470/screenshot4ri.jpg) (http://imageshack.us/photo/my-images/805/screenshot4ri.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
 milestails
07-05-2012, 8:19 PM
#108
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?
 90SK
07-06-2012, 3:53 PM
#109
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.
 90SK
08-10-2012, 1:47 PM
#110
I have just released the 3.0 of the Ultimate Appearance Mod. 2.0 to 3.0 includes updated Mandalore mask, shiny mandalorians and T3, k1 cloaked robes and svosh's collar fix robes.

http://deadlystream.com/forum/files/file/206-ultimate-appearance-mod/)
 TWINKEYRUNAWAY
08-10-2012, 3:44 PM
#111
My congrats to you and your release. I don't have TSL yet but trust me when I say this is a first and must download for it. If only we could get some cool looking robes like these for K1, regardless very well done job. 10/10
 90SK
08-10-2012, 4:25 PM
#112
 CptPriceless
08-10-2012, 6:10 PM
#113
Indeed he does! :D
 LDR
08-10-2012, 6:12 PM
#114
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.
 TWINKEYRUNAWAY
08-10-2012, 6:35 PM
#115
If I can use one word to describe mandalore's mask...it would be "Beast".
 90SK
10-05-2012, 3:24 PM
#116
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.
 Zhaboka
10-05-2012, 6:25 PM
#117
TSLRCM compatibility would cause me to involuntarily download your mod in a frenzied fit of orgasmic mod glory.
 Fallen Guardian
10-05-2012, 6:29 PM
#118
Sounds cool! I could help a bit with the cutscenes and stuff, if you'd like.
 90SK
10-23-2012, 10:39 PM
#119
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.
 Fallen Guardian
10-24-2012, 12:38 AM
#120
Awesome! Looking forward to it. :D
 90SK
10-24-2012, 9:33 PM
#121
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.
 90SK
11-13-2012, 2:21 PM
#122
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.
 Scorge
11-13-2012, 3:12 PM
#123
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]
 90SK
11-16-2012, 1:21 AM
#124
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.

http://imageshack.us/a/img7/2205/poptreask.jpghttp://imageshack.us/a/img203/2461/postarless2.jpghttp://imageshack.us/a/img831/6079/poptffrask.jpghttp://imageshack.us/a/img39/9223/defaultpo.jpghttp://imageshack.us/a/img10/7010/poptrdddask.jpg)
http://imageshack.us/a/img685/8910/whitepo.jpghttp://imageshack.us/a/img31/5301/brightredpo.jpghttp://img203.imageshack.us/img203/5153/poptraskddd.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.
}
 90SK
11-19-2012, 10:08 PM
#125
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.
 90SK
11-28-2012, 12:09 AM
#126
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.
 90SK
12-09-2012, 2:11 PM
#127
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:

http://imageshack.us/a/img713/566/k200073.jpg) (http://imageshack.us/photo/my-images/713/k200073.jpg/)
http://imageshack.us/a/img94/5429/k200074.jpg) (http://imageshack.us/photo/my-images/94/k200074.jpg/)
 90SK
12-24-2012, 4:21 AM
#128
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).
 Phildevil
12-27-2012, 8:01 PM
#129
Why did you abort??
 Dark_Ansem
12-28-2012, 3:29 AM
#130
excellent. can we still make suggestions?
 90SK
02-01-2013, 5:28 PM
#131
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.
 Zhaboka
02-01-2013, 9:33 PM
#132
WEST COAST SWAAAAAG!

But seriously, congratulations.
 90SK
06-03-2013, 1:01 AM
#133
http://imageshack.us/a/img90/1427/progressd.jpg) (http://imageshack.us/photo/my-images/90/progressd.jpg/)

http://imageshack.us/a/img407/5206/updateo.jpg) (http://imageshack.us/photo/my-images/407/updateo.jpg/)

Small changes only, some reduction even. I'm interested in streamlining and optimizing my cumulative mod now and I've got some good ideas, release within the month ideally.
 Dark_Ansem
06-03-2013, 2:48 AM
#134
small but significant!
 milestails
06-05-2013, 2:03 PM
#135
Looking forward to the new version of UAM!
 VarsityPuppet
06-05-2013, 7:44 PM
#136
These armors are VP approved!
 Zhaboka
06-06-2013, 2:45 AM
#137
Looks hawt.
 90SK
06-16-2013, 5:16 PM
#138
Rediscovered my nss files!! Will include them with upcoming release.
 Darth Reptinus
06-16-2013, 5:42 PM
#139
NICE TY 90 great stuff man!
 90SK
06-27-2013, 3:34 PM
#140
A beta version of my TSL Appearance Enhancement Mod is available on DeadlyStream, available for testing and playthroughs. Some of the features of the previous Ultimate Appearance Upgrade have been removed while other features have been added or expanded on.

Armored robes are newly textured, new textures for the master robe class, new Sith assassin style Sith tunics as a jal shey option, and Rakatan robes (Star Forge robe) available to the exile early on as a companion item.
 milestails
06-27-2013, 7:59 PM
#141
Too bad DS is undergoing maintenance at the moment.
 Canderis
06-27-2013, 8:21 PM
#142
Maybe because you're an admin? I can't get in either.
 milestails
06-27-2013, 8:38 PM
#143
Me? An admin? Nope.
 Canderis
06-27-2013, 8:55 PM
#144
SH is.
 Sith Holocron
06-28-2013, 1:56 AM
#145
I deleted my comment hence the disconnect. I apparently deleted it as Canderis was posting.

But anyway, looking at the Deadly Stream site (as an admin) on my desktop computer - rather than looking at it on my phone - it states quite clearly on the site header that the site is offline. When someone posts in the future that the site is down, I ought to check these type of things! :)
 90SK
07-06-2013, 6:32 PM
#146
While I have yet to complete a full screenshot of the content implemented in the Ultimate Appearance Mod, there is a full description of what's included. A new game is required in order to use the items in this mod.

This is not the final build, I am redoing the robes section more thoroughly. Updates soon.

(7/18/13) I've finished redoing and organizing the 30 robes, next step is implementing them.
 Zhaboka
07-06-2013, 11:20 PM
#147
:) Looking forward to your extremely slick work.
 90SK
07-29-2013, 2:59 AM
#148
http://img825.imageshack.us/img825/6149/f29o.jpg) (http://imageshack.us/photo/my-images/825/f29o.jpg/)

I have a newer, slightly nicer, slimmer version of the Ultimate Appearance Mod ready for testing, pretty much for item file issues and whatnot. Since my update capacity for the current UAM seems to be maxed out, I will have to figure something else out for release. This version fixes several missing content issues and other glitches I was able to find.
 Dark_Ansem
07-29-2013, 3:17 AM
#149
oh joy a new release!
 milestails
07-29-2013, 4:30 AM
#150
Looking forward to it!
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