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Old 04-17-2008, 02:14 PM   #41
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Quote:
Why people keep insisting on keeping it compatible with every mod under the sun, I haven't a clue.
Because you are in a minority of people that do not like the mod. The sooner you realize that the sooner you can stop burning brain cells over this issue. Remember, brain cells don't multiply.

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Old 04-17-2008, 02:23 PM   #42
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Quote:
Originally Posted by TKA-001
If the author is taking feedback, I must strongly encourage that he avoid making this compatible with USM, and put his energy toward more productive purposes. The fact is that USM is nothing except an obscenely oversized "mod" that adds nothing except a bevy of new [and equally obscenely overpowered] lightsaber hilts along with a smattering of new dialogue. Why people keep insisting on keeping it compatible with every mod under the sun, I haven't a clue.
I personally like both mods. When it comes to a developer's desire to make the mod compatible, the individual just wants people to have fun. There is nothing wrong with that. Like I said in my previous posting: At the end of the day, the developer can do whatever they want. Fun is fun.



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Old 04-17-2008, 02:47 PM   #43
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the problem with TSLRP is that just about every module is edited, with the exception of the peragus modules. and a LOT of dialogue is edited too.
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Old 04-17-2008, 02:50 PM   #44
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Quote:
Originally Posted by JFSOCC
the problem with TSLRP is that just about every module is edited, with the exception of the peragus modules. and a LOT of dialogue is edited too.
Yeah. That would be a problem. I would only use the TSL patcher on the modules, which I personally have edited. When the mod is installed, you can allways customize the changes with the editor.

I wouldn't even attempt at trying to manipulate a mess of modules.



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Old 04-17-2008, 05:06 PM   #45
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Played it through after clearing out OR, but noticed a small "problem". You should find Kaah before Vash, but your mod also allows you to find her first, which should be able to affect your encounter with Kaah. Shouldn't the door to her area only be accessible AFTER you've dealt with Kaah (at least I was able to do so, w/o cheating)?


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Old 04-17-2008, 06:30 PM   #46
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A response

Quote:
Originally Posted by Shem
Sounds like you're not a fan of USM. I do realize that not everybody is.
Please don't assume I'm not a fan - I'm merely unknowledgable of all the things USM brings to the table. For example, I had no idea that there were dialogue changes made with USM. (I thought the mod was more along the line of beautiful looking saber hilts. Time for me to research the USM at long last.) I certainly realize the USM has many things to offer. However, since I've heard that USM and TSLRP will not be compatible - I've personallly chosen TSLRP as the download I'd prefer to have if only for the content.

That being said, hopefully the M4-78 mod will be compatible with USM as well as TSLRP - even if the latter two aren't compatible with each other. Why - as a voice actor - would I want to cut off part of the potential audience?

Don't look at me - I'm just the voice guy!
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Old 04-17-2008, 07:21 PM   #47
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I have found a little bug in the mod. When Raven is a female, M4-78 says He instead of She and when i fight Vash, Kreia says look at his instead of her movement...

It is just a small bug but it doesn't sound good in my hears

and when i finish the mod, there is a lack of content... After t3 healed the exile, the exile says everyone thinks that i am dead so i might go to the ebon hawk... the problem is when the exile enter the ship, there is no video.... i mean... they don't even care about the exile at all? The exile just entered the ship and no one noticed it then everything goes normally like nothing really happened...
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Old 04-17-2008, 10:34 PM   #48
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Quote:
Originally Posted by Totenkopf
Played it through after clearing out OR, but noticed a small "problem". You should find Kaah before Vash, but your mod also allows you to find her first, which should be able to affect your encounter with Kaah. Shouldn't the door to her area only be accessible AFTER you've dealt with Kaah (at least I was able to do so, w/o cheating)?
The Main Behavior Core door was Unlocked before you got to Kaah? I will check into this it should not be unlocked until after speeking with ES-05. Thanks for the info!

Quote:
Originally Posted by Quatra
I have found a little bug in the mod. When Raven is a female, M4-78 says He instead of She and when i fight Vash, Kreia says look at his instead of her movement...

It is just a small bug but it doesn't sound good in my hears

and when i finish the mod, there is a lack of content... After t3 healed the exile, the exile says everyone thinks that i am dead so i might go to the ebon hawk... the problem is when the exile enter the ship, there is no video.... i mean... they don't even care about the exile at all? The exile just entered the ship and no one noticed it then everything goes normally like nothing really happened...
I need to edit some .wav files for Kreia. I do have some plans for adding something either on the landing arm or on the Hawk after that scene.

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Old 04-17-2008, 11:51 PM   #49
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Quote:
Originally Posted by TKA-001
If the author is taking feedback, I must strongly encourage that he avoid making this compatible with USM, and put his energy toward more productive purposes. The fact is that USM is nothing except an obscenely oversized "mod" that adds nothing except a bevy of new [and equally obscenely overpowered] lightsaber hilts along with a smattering of new dialogue. Why people keep insisting on keeping it compatible with every mod under the sun, I haven't a clue.
Purporting your 'opinions' as 'facts' is never a good thing, and really just devalues your whole point.

I also want to impress upon you all that posts like TKA-001's above are unconstructive and really just insulting to the people who worked hard on the mods being so unresonably critiqued.

Not to mention it is wholly off-topic for this thread.

Ok folks back on topic... the topic is M4-78, not compatibility issues or how good or bad the USM is. (Nor is it replying to this post.)


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Old 04-18-2008, 12:47 AM   #50
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Agreed, RH.
@TKA-001: That entire post is full of fail. I remember meeting similar hostility to the USM at the TSLRP's forums and I was like WTF?! And those sabers are hardly what I would call overpowered. You want overpowered? Try some of RedHawke's items!
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Quote:
Originally Posted by DSTONEY642000
here is a link for those with dialup it is only 11mb it is only lacking VO's for the main characters.
http://www.4shared.com/file/44176527...56k___v11.html
Here is link for new skyboxes not included in 56k vers:Just drop the individual files in your Override folder
http://www.4shared.com/file/44202899...EW_SKYBOX.html
Here are all the VO's (EXCEPT M478's they are 20mb I will split them in half as 2 seperate downloads)it uses the TSLpatcher to install.
http://www.4shared.com/file/44247265...8VO_addon.html
Here are the 1st half of M478's Vo's
http://www.4shared.com/file/44368504...VO1_addon.html
Here is the link to the rest of M478's VO's
http://www.4shared.com/file/44486186...VO2_addon.html
OMG, STONEY! Thank you!


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Last edited by Q; 04-18-2008 at 12:57 AM.
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Old 04-18-2008, 08:27 PM   #51
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The best way to describe this mod would probably be as the bare bones of the plot. It definitely feels like a lot of stuff is missing, partly because so much space is wasted.

The puzzles are largely ripped straight from Goto's Yacht. I know, I know, they were originally on M4-78, but since they were moved by the devs, some more new puzzles wouldn't have been amiss. The ones that weren't were rather easy, and the planet is incredibly short.

Whoever is voice-acting as Kaah was, I'm sorry to say, appalling. Wooden, slurry and unconvincing, I'm sorry to say. At first I thought the huge problems of static were simply because of the computerising that the voice was meant to have, but it became apparent that it was simply low-quality audio. ES-05 was also very hard to understand at times, due to speaking too fast and not enunciating clearly enough, I thought. M4-78 was just hard because of the static.

The dialogue was frequently single-option-only, at most, three options given, which was disappointing, and often contained grammatical quirks or spelling errors.

The business with L5-65 in the Central Zone was perhaps the most badly made part. First of all, the explanation of the system is distinctly unclear, and seems to imply that the power generators need to be activated. Secondly, no explanation is given of why this is. Third, there is no journal entry for this, so checking back about it proves difficult. Finally, once the puzzle is complete, there is a horrendous animated camera that zooms in from miles around the back of the model, showing untextured parts, and clipping through about a dozen walls.

There's also a paucity of journal entries after the first quest that adds to the half-done feel of the mod.

Overall, plot-light, fight-light, dialogue-light...Given the hype, I expected more.

Sorry, DSTONEY, but it's a 5/10 from me on technical execution.



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Old 04-18-2008, 10:13 PM   #52
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Quote:
Originally Posted by DSTONEY642000
I need to edit some .wav files for Kreia. I do have some plans for adding something either on the landing arm or on the Hawk after that scene.
sounds good
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Old 04-18-2008, 11:08 PM   #53
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Quote:
Originally Posted by Darth InSidious
. . . the huge problems of static were simply because of the computerising that the voice was meant to have, but it became apparent that it was simply low-quality audio. . . . M4-78 was just hard because of the static.
Is anyone else hearing the audio problems, static-wise?
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Old 04-19-2008, 02:11 AM   #54
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Don't recall static, but rather some reverberation. Also, noticed that you can get some kind of an exp loop w/ES-05. By constantly trying to talk to it you can continue to rack up 2000 exp pts every time it responds (got up to 14000 before moving on).


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Old 04-19-2008, 11:19 AM   #55
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Apparently same issue with IS-24 I will add ti list of fixes.

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Old 04-19-2008, 03:38 PM   #56
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Quote:
Originally Posted by Darth InSidious
The best way to describe this mod would probably be as the bare bones of the plot. It definitely feels like a lot of stuff is missing, partly because so much space is wasted.

The puzzles are largely ripped straight from Goto's Yacht. I know, I know, they were originally on M4-78, but since they were moved by the devs, some more new puzzles wouldn't have been amiss. The ones that weren't were rather easy, and the planet is incredibly short.

Whoever is voice-acting as Kaah was, I'm sorry to say, appalling. Wooden, slurry and unconvincing, I'm sorry to say. At first I thought the huge problems of static were simply because of the computerising that the voice was meant to have, but it became apparent that it was simply low-quality audio. ES-05 was also very hard to understand at times, due to speaking too fast and not enunciating clearly enough, I thought. M4-78 was just hard because of the static.

The dialogue was frequently single-option-only, at most, three options given, which was disappointing, and often contained grammatical quirks or spelling errors.

The business with L5-65 in the Central Zone was perhaps the most badly made part. First of all, the explanation of the system is distinctly unclear, and seems to imply that the power generators need to be activated. Secondly, no explanation is given of why this is. Third, there is no journal entry for this, so checking back about it proves difficult. Finally, once the puzzle is complete, there is a horrendous animated camera that zooms in from miles around the back of the model, showing untextured parts, and clipping through about a dozen walls.

There's also a paucity of journal entries after the first quest that adds to the half-done feel of the mod.

Overall, plot-light, fight-light, dialogue-light...Given the hype, I expected more.

Sorry, DSTONEY, but it's a 5/10 from me on technical execution.
Lol... Tell me Darth Insidious, was your first mod perfection? Lol... I know he asked for feedback. Yes, this mod has several issues that need to be addressed; however, not many first time storyarch mods are successful. I have had my few bangs and bruises.

DSTONEY, the bottom line is quite simple. Don't try to please a community of indivisduals who believe they are god's gift to modding. I think you did a great start. Since you are pretty new to the whole storyarch ideology, I can see what and where you may need some help. My very first story mod was short, pointless, and illogical. If I stopped to consider how others would have done it, I would only be pleasing the community as a whole. Use this mod as a learning tool, or just have fun with the whole thing. I personally believe that this is a great start to something that can become a unique piece of work. If the voice-overs are not working out, I wouldn't worry about adding them in. When you read any type of novel, your thoughts fill in the voices and images. Allow your audience to develop their own set of internal voiceovers.

At the end of the day, do something for yourself. Allow this mod to please you, and don't worry about any negative critics. Have fun with this mod. Do this for yourself and no one else. Remember, this is only a gamming community, and you will meet absolutely no one from these forums in real life. So, relax and have fun.



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Old 04-19-2008, 03:40 PM   #57
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Quote:
Originally Posted by The Source
At the end of the day, do something for yourself. Allow this mod to please you, and don't worry about any negative critics. Have fun with this mod. Do this for yourself and no one else. Remember, this is only a gamming community, and you will meet absolutely no one from these forums in real life. So, relax and have fun.
Here, let me translate:

Lulz don't listen to DI because I don't like him and I love your mod, so don't fix it in any way because it's fine the way it is.

Really... how is that helpful to any author?

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Old 04-19-2008, 03:45 PM   #58
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Quote:
Originally Posted by Inyri
Here, let me translate:

Lulz don't listen to DI because I don't like him and I love your mod, so don't fix it in any way because it's fine the way it is.

Really... how is that helpful to any author?
Quite the reverse. Darth Insidious is a great modder, and I give him my highest respect. The general statement I was going for is simple: Since this is not something that will be used for a resume, he should just enjoy playing around. If he was a professional author, I don't think he would be asking us for an opinion.



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Old 04-19-2008, 03:48 PM   #59
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And since he's asking for our opinion, you should really let people give theirs instead of trying to take immature shots at them.

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Old 04-19-2008, 03:52 PM   #60
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Quote:
Originally Posted by The Source
If he was a professional author, I don't think he would be asking us for an opinion.
Hmm, Isn't that putting a lot of people in an ivory tower mind set...

I think anyone can have some critique. I don't find DI's post that offensive or overly Negative.

"Wooow" and "OMG this is a great mod'" post are fun to get when you release a mod.

DI's kind of post is far more informative on what you can do to polish your mod to a better version.

Besides after playing a part of this mod, I'm convinced that DSTONEY is able to take it to higher heights

Plus this ain't rooky/ beginner stuff to start with.

Anyway, I'm just happy to see my Droid talk and gaze on my Skybox
Yeah, I'm ego-tripping here


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Old 04-19-2008, 03:57 PM   #61
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And since he's asking for our opinion, you should really let people give theirs instead of trying to take immature shots at them.
Inyri,
One of the greatest challanges in writting in forums or email is the projection of emotions. When an individual writes a statement, sometimes it can be translated from multiple perspectives. Read what was stated above. If you notice what I have written, I mostly used words of encouragement. I tried to remined my friend Darth Insidious about our origins as modders. He does give great advice, but I personally believe that modding is for fun. Over analyzing information is a useless gesture. We are not American Idol. There are no winners of losers.

Quote:
Originally Posted by Quanon
Hmm, Isn't that putting a lot of people in an ivory tower mind set...
Reality stinks, doesn't it? Lol...



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Old 04-19-2008, 04:04 PM   #62
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Quote:
Originally Posted by The Source
Inyri,
One of the greatest challanges in writting in forums or email is the projection of emotions. When an individual writes a statement, sometimes it can be translated from multiple perspectives. Read what was stated above. If you notice what I have written, I mostly used words of encouragement. I tried to remined my friend Darth Insidious about our origins as modders. He does give great advice, but I personally believe that modding is for fun. Over analyzing information is a useless gesture. We are not American Idol. There are no winners of losers.
I disagree, DSTONEY642000 is still working on M4-78, and I think criticism such as DI's is useful, as I would think he would want to intergrate M4-78 as closely as he can to the original storyline. That said I do concur you should mod for fun, and it is a bad idea to try and please everyone, as people obviously have different ideas voer what should happen. However to improve in anything constructive criticism is very important; Personally I think DSTONEY642000 will want to try and release as faithful to the original as he can; as such I think criticisms such as DI's give him the opportunity to change things. Just my 2 cents.



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Old 04-19-2008, 04:13 PM   #63
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Quote:
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I disagree, DSTONEY642000 is still working on M4-78, and I think criticism such as DI's is useful, as I would think he would want to intergrate M4-78 as closely as he can to the original storyline. That said I do concur you should mod for fun, and it is a bad idea to try and please everyone, as people obviously have different ideas voer what should happen. However to improve in anything constructive criticism is very important; Personally I think DSTONEY642000 will want to try and release as faithful to the original as he can; as such I think criticisms such as DI's give him the opportunity to change things. Just my 2 cents.
Outside of Darth Insidious's opinion, I think everyone else is taking this too serious. I am telling DSTONEY to enjoy himself, and you people are acting like this is a job. Creative critisim is useful, but this is only a games forum.

DSTONEY,
You are doing fine man. Just keep tinkering. Once you see what has been envisioned, allow yourself to enjoy the work you've done. Don't allow perfection to overwhelm you. Again, this is a great beginning.



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Old 04-19-2008, 04:25 PM   #64
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When you're making a mod, you want to use the base game as your standard for quality. And if certain aspects of the mod don't meet those standards, you should expect to get some criticism.

I think this is a good mod. I mean, from what I've seen of it: I haven't actually played it through yet, but I can tell that you put a lot of time and effort into it. However, it doesn't strike me as being "game-quality" yet. There are definite improvements you could make. DI's post may not be buttered up, but it's still valid and should be taken into consideration. You've done good work with making a mod, but anyone can do that, you know? I'm not trying to deny you the credit for doing a LOT of work, but the work that you did isn't necessarily on par with what's in the game already.

You're adding a new planet, and that's going to take a lot of time and effort to execute properly. You're off to a good start, but you really should aim for a higher mark in future releases, you know?

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Old 04-19-2008, 04:39 PM   #65
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Quote:
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When you're making a mod, you want to use the base game as your standard for quality. And if certain aspects of the mod don't meet those standards, you should expect to get some criticism.
That is just fluff. He is not the game developer. When it comes to expectations, modders should meet their own personal expectations. If a person has a high standard, they should only feel obligated to themselves to meet that standard. Modders should only be doing this for fun and entertainment.



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Old 04-19-2008, 04:45 PM   #66
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Quote:
Originally Posted by The Source
Modders should only be doing this for fun and entertainment.
This seems a little presumptious, as in, when modding the end result is what I am aiming for, I don't find the intermediate too fun, but I look forward to the fruits of what I'm doing. I would suspect this would be true of TG's efforts, and indeed I would suspect any long term mod that succeeds would adhere to this.

I also agree with 90SK, that really a good mod, blends seemlessly into a game.



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Old 04-19-2008, 04:53 PM   #67
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Quote:
Originally Posted by jonathan7
This seems a little presumptious, as in, when modding the end result is what I am aiming for, I don't find the intermediate too fun, but I look forward to the fruits of what I'm doing. I would suspect this would be true of TG's efforts, and indeed I would suspect any long term mod that succeeds would adhere to this.

I also agree with 90SK, that really a good mod, blends seemlessly into a game.
As long as the individual is seeking a personal goal of gradification, the logical end they should be seeking is for entertainment purposes. If an individual is seeking a job as a game developer, they should only be seeking the opinion of fellow developers.

Team-Gizka's flaws and pros are not for this thread, so we should reframe from conversing in here about them.

Lets get back on track.



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Old 04-19-2008, 05:07 PM   #68
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That is just fluff. He is not the game developer. When it comes to expectations, modders should meet their own personal expectations. If a person has a high standard, they should only feel obligated to themselves to meet that standard. Modders should only be doing this for fun and entertainment.
Nonsense. Fun is one thing, but if you're releasing a mod to the public, you have an obligation to do your best and make the mod as good as possible. If you aren't releasing the mod, sure, screw quality: do it for the enjoyment.

The fact of the matter is, most modders make mods so they can release them. Sure, they SHOULD have fun with it, but ultimately the point of modding is to improve the game and to RELEASE those improvements.

In order to improve the game your standards need to be on the same level as the developers.

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Old 04-19-2008, 05:10 PM   #69
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Quote:
Originally Posted by The Source
Lets get back on track.
Indeed, highjacking a release thread

I think the source has a point, there's no reason into pushing people to hard,
Its all about the fun in creating stuff.

And like mentioned before, we all view quality differant. Its ofcourse not a bad thing to improve a mod.

But it should stay fun for the "modder"/ creator.

Anyway, I'm not sure where a thread on this kind of subject fits
Its actually kind if interresting.

Though I'll now let it rest and awaits DSTONEYs reply.


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Old 04-19-2008, 05:44 PM   #70
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Quote:
Originally Posted by Darth InSidious
The business with L5-65 in the Central Zone was perhaps the most badly made part. First of all, the explanation of the system is distinctly unclear, and seems to imply that the power generators need to be activated. Secondly, no explanation is given of why this is. Third, there is no journal entry for this, so checking back about it proves difficult. Finally, once the puzzle is complete, there is a horrendous animated camera that zooms in from miles around the back of the model, showing untextured parts, and clipping through about a dozen walls.
I was sort of lost about the point of L5-65. The power stations were all active when I entered that area and I'm not even sure what puzzle DI is referring to here b/c I don't recall encountering it. Your read me referred to a puzzle at the environment door that I apparently never found, even though I was able to make it all the way to M4-78 in spite of that. In some ways the mod feels like GOTO's yacht writ large and in an open area (all those mines, droids and turrets). Also, as someone pointed out I think, perhaps you can address the lack of follow through to the cutscene in the EH where they think the Exile is dead. Overall, though, a nice effort that fleshes the somewhat skeletal TSL a little more. As to the voice acting, oh well....I've not found a mod yet that had vo that weren't somewhat amateurish or at least uneven (some sounding natural/others stilted).


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Old 04-19-2008, 08:27 PM   #71
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Quote:
Originally Posted by Totenkopf
I was sort of lost about the point of L5-65. The power stations were all active when I entered that area and I'm not even sure what puzzle DI is referring to here b/c I don't recall encountering it.
Other examples abound. I was in the process of writing a walk-through (attempting for the style of Game Banshee's walk-through) when I discovered some plot difficulties that Totenkopf and others have described. I imagine Darth Stoney's mod will eventually represent a complete cohesive whole that won't detract from the TSL experience as a whole. I look forward to continued constructive criticism until it gets to that point.

I was wondering if some of the modders that might be more familiar with USM would be making suggestions to Stoney about making this mod USM compatible - in addition to the other various items that need improving?

I'm going to let the modders chat away about this because I don't have any real modding experience. (I just install them!)
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Old 04-19-2008, 08:50 PM   #72
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Hmm...well, the only part of the mod I can think of that would be incompatible with USM would be the changes to T3-M4's dialogue. And that's pretty easy to fix; just take the edited dialogue file from USM and make the necessary changes (after getting permission, of course ). Then include that in addition to the original, for those that have USM installed. This might not be the only thing, though; I don't have USM installed anymore, so I don't remember exactly which files it edits (though I'm certain that T3-M4's dialogue is one of them).

While we're on the topic of mod compatibility, I had a slight problem with one of the journal entries; the text was the description of Coruscant from the Jedi Temple mod (Terrain: Cityscape, Docking: Jedi Temple, etc.). I actually didn't think I still had the Jedi Temple mod installed at the time, but I guess I did. I'm not exactly sure what caused this...


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Old 04-19-2008, 09:36 PM   #73
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Lol... Tell me Darth Insidious, was your first mod perfection?
No, no it wasn't. But then, I didn't promise the Earth - or at least, a planet - in the first place.

Quote:
Originally Posted by Mac
Lol... I know he asked for feedback. Yes, this mod has several issues that need to be addressed; however, not many first time storyarch mods are successful. I have had my few bangs and bruises.
Relevance?
Quote:
Originally Posted by Mac
DSTONEY, the bottom line is quite simple. Don't try to please a community of indivisduals who believe they are god's gift to modding.


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Quote:
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The general statement I was going for is simple: Since this is not something that will be used for a resume, he should just enjoy playing around. If he was a professional author, I don't think he would be asking us for an opinion.
So, because it isn't a professional piece of work, the author should not get accurate feedback and should put in no effort?



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Old 04-20-2008, 02:19 AM   #74
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Originally Posted by The Source
Lets get back on track.
Agreed...

Guys, your convo is quite off topic for this thread... please take it to PM's.
Back on topic folks, don't make me get my axe out...


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Old 04-21-2008, 02:42 AM   #75
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Has anyone had a problem with this mod affecting gameplay on NS? If not this one, then perhaps the Telos slums mod? Have ~5 or 6 mods in OR folder and notice that when I go to Nar Shaada after M4-78 I get all kinds of irregularities (goto's yacht, the JJT sequence, mira, etc...).


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Old 04-21-2008, 02:56 AM   #76
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I'm guessing that it may have something to do with the Journal entry that is accidentally triggered on M4-78 (T3 in the Warehouse).


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Old 04-21-2008, 05:16 AM   #77
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The 1.1a Patch has been released:

http://knightsoftheoldrepublic.filef...ile/M478;89416


Interested in hosting a your KOTOR or TSL mod at FileFront? Send your mod HERE and we'll validate it as soon as we can! FileFront is a good way to get publicity for your mod as we get 1000's of visitors everyday. Is my LucasForum PM box full again? If you really need to reach me, PM me at YouTube under the username: Shem L -- Watch my KOTOR videos! Download my mods from FileFront!

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Old 04-21-2008, 08:54 AM   #78
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Quote:
Originally Posted by JCarter426
I'm guessing that it may have something to do with the Journal entry that is accidentally triggered on M4-78 (T3 in the Warehouse).
I guess this has happened to a couple of people,not sure how though the actual .dlg file was totaly new written and the VO's were edited and renamed and put in the 804 folder. Can Vo's trigger a quest? or maybe some how the datapad has a referance to it I'll check into that.

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Old 04-21-2008, 10:47 PM   #79
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I think i found a bug. I played the game completly DS. I killed all Jedi Masters and have low influence over light characters. I played the game that way : I finished Nar Shaddaa, i went to korriban after, then i finished Dantooine. When i fight Kavar at the throne, a conversation with Kreia should trigger. I see a flash indicates the game trying to trigger the conversation then Kavar is there and not moving. When i attack him again to kill him, the next scene doesn't trigger. I think this has to do something with the kreia conversation in the M4-78 planet cuz Kreia used her 2nd convo there then her 3rd at dantooine. The problem is Kreia doesn't have more lines to say so it might be why it didn't trigger at the Throne Palace.
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Old 04-21-2008, 11:07 PM   #80
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Quote:
Originally Posted by Quatra
I think i found a bug. I played the game completly DS. I killed all Jedi Masters and have low influence over light characters. I played the game that way : I finished Nar Shaddaa, i went to korriban after, then i finished Dantooine. When i fight Kavar at the throne, a conversation with Kreia should trigger. I see a flash indicates the game trying to trigger the conversation then Kavar is there and not moving. When i attack him again to kill him, the next scene doesn't trigger. I think this has to do something with the kreia conversation in the M4-78 planet cuz Kreia used her 2nd convo there then her 3rd at dantooine. The problem is Kreia doesn't have more lines to say so it might be why it didn't trigger at the Throne Palace.
Do you have a save bfore fighting Kavar? If you do remove the Lrn_form.dlg from your override folder and try it again and see if that fixes it. If it does I'll have to remove Vash from that .dlg and make her seperate.Thanks

PS is this with or without the patch installed?

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