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09-22-2011, 11:07 AM
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#1
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Rookie
Join Date: Sep 2007
Location: Supping a cool can of Cherry Coke.
Posts: 33
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F-Grade WIPs: Feats, Remixes and More
Below is a list of the K1 projects my associate UnknownJedi and I have been working on in the recent past, and what we have in the works at the moment.
Content Pack 1
15 feats, in seperate 9 feat chains.
2 new force powers, in a single chain.
Edits some party members to include the new feats.
Status: Released.
Thread: Here.
Content Pack 2
Even more feats and powers.
Status: Concepting.
Download: Not yet.
Weapon Remix Redux
A complete rewrite and rebalance of all weapons in the game.
Status: Complete.
Download: Will be released alongside Realistic Drops.
Armour Remix
A complete rewrite and rebalance of all armours in the game.
Status: 50% complete.
Download: Not yet.
Supply And Demand
A remake of the merchant system to include licences, black markets, restocking, and a overhaul of merchants' inventories.
Status: Programmed but not yet implemented.
Download: Not yet.
Realistic Drops
A comprehensive and consistent drop system whereby all enemy equipment can be salavaged. Also includes more realistic loot within containers.
Status: Implemented up to the end of Taris.
Download: Not yet.
I'll be editing the list to keep it up-to-date in the future.
Last edited by TamerBill; 01-05-2012 at 04:09 PM.
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09-22-2011, 11:11 AM
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#2
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Rookie
Join Date: Apr 2008
Location: Lost it the depths of my mind
Posts: 20
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If any one wishes to contact us over this project then pm me.
we will be interested if any one has any models that they would be willing to submit for use in this project then let me know.
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09-22-2011, 11:29 AM
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#3
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Veteran
Join Date: Feb 2008
Posts: 924
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This looks really cool but I do have a question. As far as I know making new feats is impossible because last I heard it's Hard Coded. I have a mod I'm working on which I could make good use of new feats, so my question is how are you doing this?
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09-22-2011, 05:20 PM
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#4
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Necessary Roughneck
Join Date: May 2007
Location: Screen Gems Studios
Posts: 1,429
Current Game: TSL & ME2
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Hey there TamerBill!
I remember some debate about the usefulness of scripted "feats". I wonder how you have scripted this, and how well tested it is in a heavily populated battle on a low-spec'd machine?
It does sound cool though, and I hope it works well... I may give it a fly.
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09-22-2011, 07:30 PM
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#5
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Rookie
Join Date: Aug 2011
Posts: 133
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is there a tutorial on making Feats?
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09-22-2011, 09:00 PM
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#6
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Junior Member
Join Date: Jun 2011
Location: California
Posts: 484
Current Game: KotOR 1 Restoration
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Holy shoot feats? Dawg I'm bound to take a look at this 
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09-22-2011, 10:55 PM
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#7
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kad'la tracinya be abiik
Join Date: Apr 2007
Location: Modified YT-1930
Posts: 785
Current Game: SWBF, Pokemon SS
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I am very interested in these WIPs. They all sound well thought out. I hope the final releases are as nice as the WIPs sound.
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09-23-2011, 01:06 AM
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#8
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Master of Puppets
Join Date: May 2009
Location: MN
Posts: 1,115
Current Game: Chrono Trigger
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Quote:
Originally Posted by DeathScepter
is there a tutorial on making Feats?
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No one's made one, but the idea has been floating around for awhile. The main issue stopping people is the major compatibility issues.
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09-23-2011, 10:20 AM
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#9
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Veteran
Join Date: Feb 2008
Posts: 924
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Quote:
Originally Posted by VarsityPuppet
No one's made one, but the idea has been floating around for awhile. The main issue stopping people is the major compatibility issues.
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With compatibility issues aside, how would I go about making such a feat?
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09-23-2011, 11:32 AM
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#10
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Rookie
Join Date: Sep 2007
Location: Supping a cool can of Cherry Coke.
Posts: 33
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Quote:
Originally Posted by Qui-Gon Glenn
Hey there TamerBill!
I remember some debate about the usefulness of scripted "feats". I wonder how you have scripted this, and how well tested it is in a heavily populated battle on a low-spec'd machine?
It does sound cool though, and I hope it works well... I may give it a fly.
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Most of them are actually hooked onto existing scripts, so there shouldn't be any noticeable slowdown. They're not done as onHeartbeats or anything; that would be woefully inefficient.
Quote:
Originally Posted by harIII
This looks really cool but I do have a question. As far as I know making new feats is impossible because last I heard it's Hard Coded. I have a mod I'm working on which I could make good use of new feats, so my question is how are you doing this?
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That's the party line, true, but it's only a half-truth. The combat styles, like Power Blast and Flurry, are very much hard-coded, there's nothing we can do there. Everything else, though, is just a matter of calling it from the right script.
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09-23-2011, 12:09 PM
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#11
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Rookie
Join Date: Aug 2011
Posts: 133
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Well I do want to several passive feats that boost several areas ranging from attributes to skills to Attack modifers to Damage to Attacks per round to damage to dark siders and dark sided creatures and there is plenty of ideas I want to implement as passive feats.
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09-23-2011, 05:59 PM
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#12
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Master of Puppets
Join Date: May 2009
Location: MN
Posts: 1,115
Current Game: Chrono Trigger
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Quote:
Originally Posted by TamerBill
Most of them are actually hooked onto existing scripts, so there shouldn't be any noticeable slowdown. They're not done as onHeartbeats or anything; that would be woefully inefficient.
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I'm interested in seeing how you implemented the new feats then.
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09-24-2011, 05:18 PM
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#13
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Rookie
Join Date: Aug 2011
Posts: 133
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Quote:
Originally Posted by TamerBill
Most of them are actually hooked onto existing scripts, so there shouldn't be any noticeable slowdown. They're not done as onHeartbeats or anything; that would be woefully inefficient.
That's the party line, true, but it's only a half-truth. The combat styles, like Power Blast and Flurry, are very much hard-coded, there's nothing we can do there. Everything else, though, is just a matter of calling it from the right script.
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how the frak do I make a script from scratch? Yes I do have Kotortool.
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10-12-2011, 07:12 PM
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#14
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Rookie
Join Date: Sep 2007
Location: Supping a cool can of Cherry Coke.
Posts: 33
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Update:
Since the download link was being screwy for some, I've replaced it. Should work better now. Since some people didn't realise there was a download link, it's now highlighted in red.
Progress on the other components continues; once I've finished the last of the armours I'll release all the components up to the end of Taris as a taster.
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12-22-2011, 10:31 PM
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#15
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Rookie
Join Date: Aug 2011
Posts: 133
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bump
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12-23-2011, 12:43 AM
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#16
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Applesauce Tractor
Join Date: Apr 2006
Location: California
Posts: 528
Current Game: The Old Republic
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"File not found."
So much for a non-screwy download link.
Thank you Gorgod.
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12-23-2011, 11:38 AM
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#17
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Rookie
Join Date: Sep 2007
Location: Supping a cool can of Cherry Coke.
Posts: 33
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Quote:
Originally Posted by Zhaboka
"File not found."
So much for a non-screwy download link.
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The file's been removed from MegaUpload due to time limitations. Since it's had long enough in beta I've begun the process of release. A new thread with the release version will be up presently.
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12-31-2011, 01:45 PM
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#18
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Rookie
Join Date: Aug 2011
Posts: 133
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that is good because i want to review your work on Feats, TamerBill. I did look around a lot on KotorTool. I do have ideas. Ranging from Martial arts passives, to lightsaber passive to compliment how you fight. Double lightsaber defense: it does allow for Assured Hits while having good force resistance and damage reduction.
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01-05-2012, 04:11 PM
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#19
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Rookie
Join Date: Sep 2007
Location: Supping a cool can of Cherry Coke.
Posts: 33
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Okay, all discussion of Content Pack 1 can now move over to the release thread, found here. Next under development is a combo of Weapon Remix Redux, Armour Remix, Realistic Drops and Supply & Demand up to the end of Taris. Stay tuned.
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05-04-2012, 09:15 AM
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#20
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Lurker
Join Date: May 2012
Posts: 1
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Been playing your content pack 1 and I think its really great putting out more options for non-force users.
Since you're still conceptualizing content pack 2, may I suggest you give more melee feats/talents for single wielders? of both advanced melee and lightsabers. Right now dual wielding in my assessment is the optimum build, perhaps you can bring in feats to balance it.
In Saga Edition, the rulebooks force a dualwielder to take more talents to dual wielding thereby forgoing certain nifty talents/feats. Perhaps in your conceptualization, you can provide such options.
By the way, thanks for the content pack 1.
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