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Dashus

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Everything posted by Dashus

  1. We can't modify the main executable because that would require access to the game's source code (which they're not going to give up )
  2. I may be wrong but I've heard it is illegal in certain countries to have a modded XBox. XBox Live literally cannot be made to work with this game; there is no code to handle XBox live updates afaik.
  3. We've not had any difficulties getting cutscenes to play
  4. Razor pointed out to me which scene you were talking about and I checked it out; it looks restorable. We'll look closer at it at some point to see what can be done.
  5. HK's best stuff will indeed be resurrected. This is an oft asked question now. Atris in fact has more lines for the "party confrontation" scene than Kreia. Unfortunately she has almost no lines for any other ending. I believe the decision to cut the "Kreia OR Atris as Traya" plot was another time saving measure. Part of this plot (for lightsiders probably) would have involved the player "redeeming" Atris. This likely would have allowed for a very interesting confrontation between Atris and Kreia (who would have become the end boss on Atris' redemption). So, alas, no work is currently being done on any Atris-related material (and no work will likely be done for this project). With regards to the "defeating an opponent without killing them" this may be a reference to Force Persuade (Affect Mind?) and dialog options to get out of having to do so. I don't believe there was an option to do so (though I've only played through that a couple times). This may also be tied to whether or not you defeated the handmaidens in the one vs one battles (or 4 vs one as the case may be) but I've not looked into it.
  6. The project is currently recruiting! Check out the recruitment thread at our boards to see what sort of people we need! EDIT: We've filled the position. Thanks to all who checked it out!
  7. As Kiwe pointed out the module (299TEL-the HK Droid Factory) has most of the characters in place (and has a few triggers) but much of it is unscripted (that may be the word that's confusing everyone; unscripted = without nss scripts. It _is_ scripted in the dialogue sense). Well I hear it's pretty nice out there but 10:30PM Pago Pago local is 5:30AM EST. The next update will (hopefully) be less chaotic (see: on time; mostly because it will involve less of me being stupid but that's another story entirely ) We obtained our originals from here. I'm not sure if anyone else has them available in unmolested form.
  8. WIP#2 is now available. We did in fact meet our goal of a weekend update: it is currently 10:30PM Sunday in Pago Pago We've also added a downloads section. Among other things it's got a couple patches/fixes for some quests as well as a rebalance from Aur.
  9. We're working on it right now; we'll make a post here to notify everyone when it's up (assuming you're not all just hitting 'refresh' on our WIP page every 5 minutes already )
  10. Why I should check before claiming we'll fix something :">
  11. We're looking into that now; we don't anticipate being back at square one. No doubt some files will have to be (re)modified. We'll look into that.
  12. The only major issue that would occur is that some dialogues would have english text and/or VO for some lines (because we modified that line). I'll explain how it works so all the non-modders out there know how it works (and can hopefully find it easier to relax ) Each line of text displayed in the game has an 'StrRef' (short for 'String Reference') number. Each line in a dialogue has an StrRef. When the game needs to display the text for a particular line it looks in dialog.tlk for that line's StrRef number. dialog.tlk maps the StrRef numbers to the text. You can think of it as sort of a spreadsheet with StrRefs in one column and the actual text in the other. Find the StrRef number in column 1 and look across that row in column 2 for the text. That text is localized; this is why each version of the game has a different dialog.tlk. The numbers just map to the text written in your language. We've only broken localization (by which we mean setting the StrRef to -1 indicating to the game that there's no entry in dailog.tlk so don't bother to look for one) in a couple places. We're going to be looking into modifying dialog.tlk so it'll work on all versions. Most of our changes have been cosmetic (ie changing 'hostiles' to 'hostilities'). A few have been new VO. In such cases each language version of the sound file will have to be constructed and given a common name (because the dialog files also reference sound file names) and a new entry will need to be added to dialog.tlk.
  13. Being a programmer I find programming more fun than a lot of things There will be a readme of sorts. We'll be explaining what we've done on a high level. We're not going to tell you "how to experience" the fixes; that sort of ruins the fun . We'll give hints though.
  14. There will likely be an update this weekend. We heard there might be people interested "
  15. Because the mod is still indevelopment we can hopefully just test with and without the patch to see if anything breaks; we don't anticipate huge effects as the patch is rumored to mostly fix bugs, which isn't the main goal of our mod.
  16. That is the current size based on just quickly throwing every file that currently exists that would likely be included in the final mod into a folder and looking at folder size . As with everything else it's subject to change.
  17. If you downloaded the mod you probably already know who we are. There's really no need for an in-game reminder... There may be an egg or two (we haven't even given it a thought yet) but it would be very hard to find if we did.
  18. We debated doing another this week but determined that there wasn't any new eye candy; much of it was under the hood stuff. There'll probably be another eye candy update before the end of the month if we continue to move at our current rate.
  19. If you mean "Do I have to do all of the features you're adding?" then no; the HK factory jaunt is a sidequest (although you miss a couple very cool things including an ending). The way the endings are being restored (and without giving too much away) you will have choices to make that will decide the fates of those around you.
  20. Please don't make him more challenging. It's bad enough people can't read now they want to change the way the game is. I don't mind incomplete parts being added back but don't mess with the core game. There's a reason Nihilus was easy. If you bothered to read the in-game dialogue you would understand. <{POST_SNAPBACK}> We're also going to ask that flaming of other members be kept out of the topic as well please. *SPOILERS* The ending scene I originally got for G0T0 and Remote was simply "Let us wait here..." and then end. I imagine this was for the players who chose not to revive 47. We're assuming it is not compulsory to revive him to get to Malachor nor is it required to complete the factory to complete the game; there are some serious perks of going there however . We've just started in on reviving the factory and there appear to be many possible paths to take out of it which have some influence on how that end sequence with G0T0 and Remote plays out. There's also no need to revive him to get to the droid planet as far as we can see (though, again, we're not working on that, at least not yet).
  21. That little subplot is actually tied heavily into the much larger hk sidequest; I can assure you it's being worked on
  22. Knowing Aurora it would probably be with T3 The Genoharadan still have numbers; and, without giving too much away, there are always more strong leader-type figures to be had...somewhere... "
  23. Will it work? It should. Will some parts be in english? So far I believe we've managed to preserve localization. Much of the (localized) dialog is there; it's just a matter of tinkering with it to make it execute in the right order (that's a gross simplification in some cases but if you want the gory details perhaps we'll post them on the website at some point ).
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