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Showing content with the highest reputation on 08/02/2019 in Posts

  1. 1 point
    Hello. I've been trying to figure this out myself and was able to get the model inside the game but with no textures and a head that spins around in-game when I tried playing with it (assuming that is a super model issue?) - I know nothing about modding but thought it'd be fun to use his head with some edits of my own. Would anyone else able to do it for me or show me what I need to do? This post in this thread helped me figure out what to do for the most part but I have hit a road block. Thank you so much to anyone willing to help out this longtime KOTOR player!
  2. 1 point
    Thanks Zhaboka! I am open to some voice acting when the times comes. I'm also open to paying for excellent quality voice acting. I'll do some research on the Hutt Cartel, but I've been primarily leaning on the Exchange. There's still some nuances that need to be worked out for the comings and goings on Sleheyron. Droids or beasts will make good "death-matches" for lower tier fighting. Maybe there will be two different routes to go with it, I dunno. No new creatures. I stated before that I am open to new music but I am skeptical that someone will be able to produce more music of the same quality and style. If you can do this, I'd love to hear it, but I'm going to be skeptical until I can hear some good samples. I'm glad you like the progress so far.
  3. 1 point
    That’s not true! (proceeds to clear mod approval queue)
  4. 1 point
    I think the record is like 3 months or something. But no doubt a moderator/admin will see this thread and the process will be magically expedited. Usually if it takes more than 24 hours you'll want to jump into the DS Discord and rouse one of the moderators/admins from their slumber.
  5. 1 point
  6. 1 point
    I know some semi-professional voice actors who could voice some original characters for this mod. I would love to see the different factions vying for control of profits on Sleheyron, the Hutt Cartel being the dominant one, then the Exchange, The Trandoshan Slavers, Czerka, Even private companies in extra side quests. As for the death matches, I also say no for organics, but have some matches against droids who can be destroyed without light/dark side points. As a caveat to that, I would say that some beaten opponents have big ego's and try to kill you outside the arena for humiliating them and that would be a good time to deal finishing blows. Maybe three final rounds could be deathmatches, but the majority of them not. Also, which module is the Star Map located in? I still think you should go with at the bottom of a mine shaft or next to a flow of lava escaping from a thermal vent or something like that. Any new creatures? I would recommend some fights in the arena also be against assorted beasts! It saddens me that you would not like to do new music for Sleheyron, but perhaps there is still time to change your mind yet. Everything you have done is fantastic and whatever the finished product is I will love it regardless Sithspecter, thank you for all this.
  7. 1 point
    TSL-Style Jedi Feat Progression. And, if deemed necessary, you could always tack on "for K1" to the end.
  8. 1 point
    Full Street back in-game! Still have to work on the walkmesh but it's good to have the whole street back in the game.
  9. 1 point
    Yes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
  10. 1 point
    I've been working on getting lots of things back in-game that I haven't touched in a while due to a new PC that I purchased back in April. I'm currently away from home with my new PC, and some things slipped through the cracks and I don't have access to them. However, I am using this as an opportunity to try and improve a few things. The first big thing is that I re-did the lightmaps on the landing bay. Since the advent of KotORMax and MDLEdit, my workflow has changed a lot and it's taken me a while to get adjusted to the new tools, as welcome as they are. The landing bay was completed during this transition, and since then I've learned a lot about my render settings and lighting, which has turned out very nicely in the arenas. The landing bay was a bit of a contrast to the newer lighting when I went back and looked at it again. I decided to use the new techniques for the landing bay and see how it turned out. I think it's turned out very nice and looks a lot more naturally lit than it did before. Another thing I did is revisit the doors. I was actually very happy with the doors before but apparently I didn't transfer the files over to my new PC. So I made a few adjustments and added a little extra animation flair, and now they're back in the game. Enough of the improvements for now, I'm going to try to focus on more stuff that I haven't gotten into the game yet.
  11. 1 point
    Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  12. 1 point
    Although I am not yet convinced that it wouldn’t be possible to make a Force power that would mimic it. I mean, you probably could make a script that would make you jump from one location to another and then attack the target.