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-   -   [TSL] JC's Saber Workshop (http://www.lucasforums.com/showthread.php?t=212514)

JCarter426 07-13-2013 08:18 AM

JC's Saber Workshop
 

I'll admit this is a small mod. It does one thing, but it does that one thing exactly as I imagined it a few years ago, before I had acquired the skills to properly execute it. This mod adds a workshop to the Ebon Hawk's garage, with which you can construct or deconstruct lightsabers and lightsaber components. It won't affect the Crafting a Lightsaber quest at all, for the record; you still have to acquire those three parts and take them to Bao-Dur. After that, however, you can use the workshop to create more of these parts and combine them with a crystal to get a new lightsaber, or to break down one to rebuild it as another type of saber, which is what the above screenshots show.

In short, you have more control over your lightsabers; you can create sabers out of crystals and components, and you can change lightsaber type at will.

Compatability
  • It IS compatible with TSLRCM and any other mods that alter k_003ebo_enter.ncs, provided you follow the instructions in the readme.
  • It IS compatible with mods that alter the workbench. This places two new placeables on the Ebon Hawk and utilizes different 2DAs for the upgrade screen, so it doesn't affect the workbench at all.
  • It SHOULD be compatible with saber mods, but with limited function. Basically it will install fine, and it will work with the game's sabers, but I can't guarantee it will work with custom ones.

The Future
  • I do have a couple ideas for additional features, such as a way to synthesize crystals so you can theoretically make as many sabers as you want, so yes, there will probably be updates.
  • Also, I am considering adding support for other hilts, provided I get permission to use the models. But that would really expand the scope of the project, so I wanted to get everything I've done so far out first. So we'll see.

DOWNLOAD!

VarsityPuppet 07-13-2013 11:01 AM

Ahahaha! Very nice JCarter! I knew someone had to have this idea before I came up with it. You have an insta-download from me, sir!

JCarter426 12-04-2013 07:44 PM

v1.1 is up: DOWNLOAD!

TSL compatibility and a potential bug averted. It was fine when I tested it, so probably not important... and it wasn't even my fault, honest. Anyway, enjoy! :)

jonathan7 12-06-2013 07:04 PM

I'd love for it to affect the crafting your own lightsaber quest, i.e. you could create the bits you need as soon as the quest is give ;) Regardless good work! :)

supreme kotor 12-06-2013 09:14 PM

Don't get me wrong this is already a cool mod, but have you considered doing something such as adding an exclusive wepon or something of the sorts that you could only acquire there? That would make this an awesome mod. :)

Nice work though and a download from me.

Fair Strides 2 12-09-2013 02:29 AM

Quote:

Originally Posted by supreme kotor (Post 2840996)
Don't get me wrong this is already a cool mod, but have you considered doing something such as adding an exclusive wepon or something of the sorts that you could only acquire there? That would make this an awesome mod. :)

Nice work though and a download from me.

Same here, but my laptop don't run TSL...:(

Also, I just got an interesting idea that's gonna nag at me now: What if we made a mod that added hilts to the random loot script and in key spots in the game? Sounds familiar, I know, but here's the catch: These are just hilts, not color crystal, so they won't function. Then you can use JCarter's mod and combine the hilt and the color crystal into an actual lightsaber...

:):D:P

Lord2 12-10-2013 09:07 AM

I know this is for The Sith Lords only, but have you considered making one for K1 too?

JCarter426 12-10-2013 10:26 AM

Quote:

Originally Posted by jonathan7 (Post 2840985)
I'd love for it to affect the crafting your own lightsaber quest, i.e. you could create the bits you need as soon as the quest is give ;) Regardless good work! :)

I didn't do that for compatibility reasons... Bao-Dur's dialogue checks the quest status rather than whether you have the items, which makes things a bit problematic. And frankly there are plenty of mods that do that already, including my own toolbox. I can think of a couple roundabout ways of doing it, though, so I may add it in a future version, or maybe as an optional thing. Might be interesting to have a Bao-Dur go over to the workshop in a cutscene, as opposed to the awkward blank stares with bracketed dialogue he gives you currently.
Quote:

Originally Posted by supreme kotor (Post 2840996)
Don't get me wrong this is already a cool mod, but have you considered doing something such as adding an exclusive wepon or something of the sorts that you could only acquire there? That would make this an awesome mod. :)

Nice work though and a download from me.

Quote:

Originally Posted by Fair Strides 2 (Post 2841039)
Same here, but my laptop don't run TSL...:(

Also, I just got an interesting idea that's gonna nag at me now: What if we made a mod that added hilts to the random loot script and in key spots in the game? Sounds familiar, I know, but here's the catch: These are just hilts, not color crystal, so they won't function. Then you can use JCarter's mod and combine the hilt and the color crystal into an actual lightsaber...

:):D:P

I have thought about adding some other stuff to the new workbench GUI. Those lightsaber parts must feel rather lonely... But I have no specific plans at the moment.

Regarding loot, my intent is to modify one script... I believe it's the lightsaber quest script, the one that gives you the parts, or if you already have all the parts, a random lightsaber. I think it's a bit strange that anybody you bump into on the street just happens to have a lightsaber to hand to you as a reward, but only if you've already built one. "Oh, please help me with the Exchange!" Well, I dunno, how about you use that freaking LIGHTSABER you have there and sort it out yourself. So they'd continue to give you just lightsaber parts even after you've built one, except they would technically be different items, the ones for my workshop rather than the quest items. Although that would be a bit redundant because you can make them at the workshop yourself... so perhaps I will make that an optional thing as well; one version alters the loot script, retaining the rarity of lightsabers as well as the value of the reward (and I could be sure to set it up to not give you twelve emitter fixtures and no lens or whatever) and another version as it is now, with them added to a new workbench GUI. I'll have to think about it. Anyway, I haven't gotten around to any of that yet because the organization of scripts isn't always very... well, logical... and again, compatibility is an issue - though if it is the lightsaber quest script and not the generic loot script, I think it should be ok.

But getting back to the topic new weapons and hilts... yes, I do have some plans of that nature. I have the logistics of it worked out, anyway. But I'm dabble into modeling much, so I'd have to get permission to use some of the existing hilts and... eh... I'm very bad at putting effort into that sort of thing. Also I know VarsityPuppet is doing a mod of that nature, so I'm interested in seeing how that goes first. But since you asked, I can explain the part that I have worked out.

So, first, one thing that is a bit annoying is that hilt mods have to rely on new crystals due to the way the upgrade system is set up. "Fancy hilt with color crystal already in it that you can't take out." So I'd want to set up a system that lets you break down a "hilt" into a color crystal and a dummy hilt item, which you can then combine with any other color crystal. It wouldn't be as convenient as having a hilt slot in the upgrade GUI, but it's the best I can do.

Second, I'd have it so you can take that hilt and break it down into the three components as well. This function would vary with the particular hilt... you might be able to make some hilts at the workshop, but with others you might have to acquire the schematics first. Some hilts you could adjust to make a short or double-bladed variant, if those models exist. And some hilt schematics might require special components; for example, if you want to build a lightsaber with a hilt that looks like it's carved out of a rancor tooth, I might make you actually find a rancor tooth. Again, the requirements would depend upon the hilt in question; some schematics might have a more complicated recipe... three parts durasteel, one part adamantium, two parts kryptonite. This can all be reflected in the lightsaber's properties, because mechanically it's an entirely different item. I'd have to take a look at all the available hilts before making any decisions, though.

So, to break it down... a lightsaber would consist of a color crystal, lens fixture, emitter fixture, and lens fixture... the mechanics are all the same. However, the color crystal may be combined with a hilt fixture to create a lightsaber hilt with a fancy model created by someone other than JC. The hilt fixture's components depend on the hilt and may require special items. Five lightsaber parts in total.
Quote:

Originally Posted by Lord2 (Post 2841071)
I know this is for The Sith Lords only, but have you considered making one for K1 too?

Not particularly. I mean, I could... script would be very similar, workshop would be added to the Ebon Hawk in a similar manner... you may not be able to create the components at a workbench, but I could still let you break them down and rearrange them. However, I've never really felt the need for that function in the first game, due to the loot not being random. Still, the probability that I'll get around to it eventually is fairly good.


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