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Old 10-24-2012, 08:33 PM   #121
90SK
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Jal Shey armors are out, I included the k1 style tunic robes also:
http://deadlystream.com/forum/files/...ppearance-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 .

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.


Last edited by 90SK; 11-03-2012 at 04:22 PM.
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Old 11-13-2012, 01:21 PM   #122
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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/...eron-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.


Last edited by 90SK; 11-13-2012 at 01:26 PM.
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Old 11-13-2012, 02:12 PM   #123
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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]


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Old 11-16-2012, 12:21 AM   #124
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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.






Need some scripting help.

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


Last edited by 90SK; 11-18-2012 at 09:36 PM.
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Old 11-19-2012, 09:08 PM   #125
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Breakthrough: http://deadlystream.com/forum/files/...rs-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.


Last edited by 90SK; 11-19-2012 at 09:41 PM.
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Old 11-27-2012, 11:09 PM   #126
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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.

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Old 12-09-2012, 01:11 PM   #127
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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:



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Old 12-24-2012, 03:21 AM   #128
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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).

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Old 12-27-2012, 07:01 PM   #129
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Why did you abort??
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Old 12-28-2012, 02:29 AM   #130
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excellent. can we still make suggestions?

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Old 02-01-2013, 04:28 PM   #131
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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.

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Old 02-01-2013, 08:33 PM   #132
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WEST COAST SWAAAAAG!

But seriously, congratulations.



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Old 06-03-2013, 12:01 AM   #133
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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.

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Old 06-03-2013, 01:48 AM   #134
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small but significant!

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Old 06-05-2013, 01:03 PM   #135
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Looking forward to the new version of UAM!
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Old 06-05-2013, 06:44 PM   #136
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These armors are VP approved!

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Old 06-06-2013, 01:45 AM   #137
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Looks hawt.



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Old 06-16-2013, 04:16 PM   #138
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Rediscovered my nss files!! Will include them with upcoming release.

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Old 06-16-2013, 04:42 PM   #139
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NICE TY 90 great stuff man!
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Old 06-27-2013, 02:34 PM   #140
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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.

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Old 06-27-2013, 06:59 PM   #141
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Too bad DS is undergoing maintenance at the moment.
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Old 06-27-2013, 07:21 PM   #142
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Maybe because you're an admin? I can't get in either.




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Old 06-27-2013, 07:38 PM   #143
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Me? An admin? Nope.
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Old 06-27-2013, 07:55 PM   #144
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SH is.




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Old 06-28-2013, 12:56 AM   #145
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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!




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!

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Old 07-06-2013, 05:32 PM   #146
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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.


Last edited by 90SK; 07-22-2013 at 10:07 PM.
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Old 07-06-2013, 10:20 PM   #147
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Looking forward to your extremely slick work.



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Old 07-29-2013, 01:59 AM   #148
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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.

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Old 07-29-2013, 02:17 AM   #149
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oh joy a new release!

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Old 07-29-2013, 03:30 AM   #150
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Looking forward to it!
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Old 07-29-2013, 05:00 PM   #151
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The thumbnails are really small, so I can't tell, did you recreate the K1 red, blue, & black robes or are they recolors of the brown robe?



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Old 07-29-2013, 05:06 PM   #152
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They look to be the original k1 robe, recolored

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Old 08-12-2013, 03:07 PM   #153
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http://deadlystream.com/forum/files/...#commentsStart

Update complete for what is now TSL Loot and Immersion Upgrade. I put a list of changes in the comments, you will primarily see a difference in the robes here, I have redone or modified the 30+ robes.

Preview of some robes, more images soon:

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Old 08-12-2013, 03:19 PM   #154
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Those robes are so awesome, I'm using these in my next TSL playthrough! Favorite one is the Dark K1 robe.


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Old 08-12-2013, 06:10 PM   #155
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Amazing 90SK!

Always enjoyed using your work in my playthroughs
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Old 08-26-2013, 05:18 PM   #156
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Can't get some of your robes



First off, Let me say that I am a huge fan of your work. Love your K1 robe mods. I downloaded your TSL Loot and Immersion Upgrade and followed the instructions exactly. However I cannot get any of the robes in the above picture or some of the others. When I use KSE they simply don't appear. Most, if not all of the armor downloaded fine and some of the robes. For some reason I can't get like the golden robes or armored tan ones. Any help you can give me? Thanks.
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Old 08-26-2013, 08:06 PM   #157
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^ Those models were removed from the mod, I think is what you're seeing. While I no longer have use of the abandoned RGB Marauder tunics, I will attempt to readd my versions of the movie style master robes to the current build of the mod.

Quote:
Originally Posted by VarsityPuppet View Post
You could even use this opportunity to distinguish Knight and Master Robes as different body models in baseitems.2da
Woah I don't know how I missed that detail VP, I will look into that further immediately.

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Old 08-26-2013, 11:41 PM   #158
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Quote:
Originally Posted by 90SK View Post
Woah I don't know how I missed that detail VP, I will look into that further immediately.
What on earth were you doing looking at posts from a year ago? :P

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Old 08-27-2013, 08:04 PM   #159
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Thank you so much for your help. Is there anywhere I can download similar tunics?
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Old 08-28-2013, 01:56 PM   #160
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Robes look scrumptious! Are you doing away with the alternate robe model that whoever ported from Hapslash's JKA Obi-Wan and sticking with K2's original robe model?



Thank you Gorgod.
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