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B-Series droid dialogue - Subjective opinion on how they act. Left alone as it's another author's vision and I take preference to the old legends content of them being mindless killers akin to their OG OOM counterparts. Their personality is a matrix that adjusts based on their role, they are all the same species of droid, not the same race. Changes for them are not made for this stance of opinion. Their faction issues however have been addressed.
B-Series canonical height: Also an extended opinion on their dialogue; In Legends they are 6'3 but this is very extreme on the sliders and I intend to leave it up to player customization and remain up-to-scale with SWG models. A majority of what I did in this mod is based on my experience of playing Star Wars Galaxies: Legends on an still-alive emulated server of the original game and a focus on the more-serious novelizations/publishing of Star Wars: Legends work. I.E. taking Republic Commando, OG Clone Wars 2003, and pre-movie Battlefront II lore over the movies and new Clone Wars giving them personalities to be cute/funny. In the novels and old canon, they had more variety, less personalty, and were competent war machines that didn't get beat up by the same clones and main character cast every episode for an entire season.
Buffing Battle Droids: They are an outdated, almost 30 year old foundry in the middle of the Dark Times era with little leadership and coordination other then overclocked BX-series brain with half of their army being hijacked by a sleeping stark-raving mad Cold War Era Sith Lord. Military power and cohesion is not intended to be perfect. They are a common enemy with a scare factor larger then bandits. They are weaker on purpose in other areas so that exploring the ruins/factories is possible for the player and not locking to endgame. Some places are stuffed with droidekas sure, but others are meant to have weak fodder, rusting shut-down foundry B-Series. Their crazed and erratic behavior/combat inefficiency is lore accurate to their post-war neglect scenario. I've only given B2s more strength and BX more stealth ability to create a distinction of the roles, nothing more or less.
Things like the dialogue are very subjective, yeah, I was just listing it for anyone who might be interested, and to include the faction relations quirk. I am also a huge fan of the 2003 Clone Wars (and, ironically, never properly watched the new one), but I always found the sillier B1 endearing from Revenge of the Sith and other sources. I was contemplating to maybe even make a more OOM-like dialogue variant for B1s that have the “cold cruel” personality.
I don’t intend my buff tweak to be endgame-centric either, it’s just to make sure the droids found in the world aren’t too weak to compare to the other NPCs in their immediate vicinity. It was sparked by seeing the Legion being unable to defeat the renamed Reavers all around them, as well as the Nhymon B2s folding in half.
While battle droids are old, I think it adds a lot of intrigue when they turn out to still be very competent machines of war, especially the B2 and BX. I felt the player and factions with good maintenance should be able to have quite an effective result from it. This can also be compared to the custom lore about the skeletons, stating SK droids are extremely old and yet very functional.
As for the heights, it does make the droids stand out compared to randomly-generated characters, which I like quite a bit. Kathun has some wonky heights here and there, like some stormtrooper body files that are actually kind of monstrously tall.
Oh, but also- did you edit the portrait values for the B2 races? Changing "portrait offset y" to -1 will allow their heads to fit into the portrait frame, so the game doesn't only show a small bit of their body.
As for portraits, no, I do not believe I addressed it. It will likely come with the future patch but at the moment I am playtesting my own mod and changes to confirm the recruitability of the Death Witch. Outside of height scaling, it's left alone on purpose, I prefer this mod to more closely reflect the mechanics of Star Wars: Galaxies so the random height mapping will be a thing. If you ever took a walk around Theed in SWG, you could pretty much see exactly what you described for Kathun heightmaps.
If I find more technical issues in the future, I will most likely post them here, but they are by no means a demand.
I did not take them as demands at all, I take all suggestions seriously, even if I do not agree with them. I'm not really transparent with my roadmap since I only occasionally pick at this mod but I try to patch out things that are blatant issues that could easily be fixed.
and adding more distinct player dialogue packages, such as dialogue for recruited stormtroopers that would give them a more organized attitude on the player’s squad.
I may try to do these things at some point, but is there anything you’d want to see in particular? I’m looking for suggestions.
There is plans in motion to make Mongrel a Clone Wars deserter faction with the main man himself "Arc" being a literally former ARC that never speaks, that and add the extremely rare encounter of Clone Deserters, specifically the lore accurate Katarn-Clone Commandos who sported yellow-black colors and were cybernetic in SWG. Which will naturally inherit some of Crumblejohn's new dialogue package which is mainly RC and BF2 memes. Outside of that, a new Bounty Hunter dialogue package is in the works, but the only complete part is the recruiting package to make it harder to recruit tougher lowlifes instead of giving them the "Im desperate and starving" sob story most of them have.
Personally, I had wanted to keep Mongrel the way it is, so I had instead added a new outpost on the Iron Trail where clones had fortified some ancient armories and built their own walls and iron shacks to supplement it (their low-level wall had an opening out to the water, but I mainly wanted them to hold off the zombie attacks). The clones didn’t have dialogue finished, but it had gate guards, patrols, and 2 officers (one being a quartermaster I decided to name Pipes).
Would you want to take a look at it? I was also using a body file for all the clones to guarantee they looked identical. I’m not very good at character creation, but I do think it helped a bit.
As for why some clones would be out in the Iron Trail, I had planned to make them sit out of the way of most political conflict, and their dialogue (which wasn’t written) would say this is only a staging point for their spread troops. The faction would be neutral, but players who are enemies of the Empire would be told they have been stealing supplies from the nearby forces in the Frigid Wastes.
Furthermore, I wanted to give them interactions asking the player to take out Clan Nhymon, which they would call “a matter of sentimentality”.
Aside from that, the clones didn’t look old, so I was thinking of some simple plot explanations. One that came to mind is setting up a mystery where the clones had been transported here during the Clone Wars in cryosleep by an unknown actor who had the authority to do it, but I did not yet know where to take that plot.
You can merge these changes into Reworked, if you approve of them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531186062