Leaderboard


Popular Content

Showing content with the highest reputation on 09/08/2020 in all areas

  1. 1 point
    Hold off the Kotor II replay... Hold off the Kotor II replay...
  2. 1 point
    I'm sure @A Future Pilot is already rubbing his hands together at the prospect of stealing it for K1CP.
  3. 1 point
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  4. 1 point
    After a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.
  5. 1 point
    There's no issue with pulling other mods to pieces to see how they were made. That's an excellent way to learn and I encourage all people new to modding to do so. Acknowledgement for such a thing is not required, although it is common courtesy. What is against the site rules is stealing/claiming someone else's work as your own, or reusing/redistributing someone else's work (in whole or part) without their permission. As far as LIP files go, they must be stored in a MOD for the specific module they belong to, placed inside the Lips folder. In your case the module you are working in is the Lehon Central Beach, UNK_M41AA. The associated MOD is \lips\unk_m41aa_loc.mod. Each LIP file name needs to match the VO_ResRef for the associated line in the DLG. For example, Mission's "No - this isn't happening! It can't be happening!" line in unk41_mission.dlg has the VO_ResRef nm41aamiss04000_ and has a matching nm41aamiss04000_.lip in \lips\unk_m41aa_loc.mod. As with many first-timers, I gather your intention was to just dump a manually edited DLG into the Override. I would strongly advise against this. Doing so creates compatibility issues. Since you'll need to dynamically inject new LIP files into an existing MOD (doing a hard overwrite of that is also strongly advised against), you'll have to learn how to create a TSLPatcher setup. While you are at it, you can also have it dynamically patch the DLG in another MOD (this time for the module itself) in the Modules folder. This will likely take you a while to wrap your head around, so I would suggest the first thing to do is to download TSLPatcher and read the included PDF for an overview of how it works. Once you have done that, come back and provide details of all your mod's components (specifics of exactly what you have changed and how) and someone can guide you through creating a setup for it.
  6. 1 point
    Haven't posted here for a while, time for an update. Regarding my Ahsoka Tano mod I've posted about a few months ago, progress is good. The head is complete and working well in-game. I've also worked on her outfit of the S7 finale. While it is well under way, I need to finish painting the textures before moving on to skinning the model. Since the oufit seems to bear Mandalorian patterns, I think I'll make the outfit available in-game (probably technically working as a disguise) as a reward for completing the hand-to-hand combat challenge in the Mandalorian camp on Dxun or something like that. I don't want to release the head separately and then go back to update the file to include the outfit, but I'll drop a "beta" version of the mod containing just the head here. Feel free to report any bugs on this thread or by DM. Moving on, the other day I've posted a pic of a WIP model I'm working on. The idea behind it is to create all new models that'd replace the boring default commoner clothing for the PC. I'll create upgradable items with interesting stats to give the user an incentive to actually use the new clothing other than just the new aesthetic. While I've teased the male model the other day, the female version is actually pretty much done. I've literally spent dozens of hours working, scrapping and recreating the damn thing, but I've now come to something I'm very happy with. And here it is. But wait, you might be wondering.. ..and yes it do! Next step, finishing the male model! Ahsoka_beta.zip
  7. 1 point
    It would be a kind of cool tie-in to TOR to show Revan exploring Yavin and maybe learning about the Temple of Sacrifice while he's there - to be ruminated upon later. Don't really like what they did with him in TOR, but it would be a neat continuity thing.
  8. 1 point
    There was one mod that attempted to land on the surface, which I think is lost to the ethos, but personally I'd love to see a Yavin IV mod where you search the surface for hidden treasure or some sort of "pirate" themed quest where you bump into more from the group that attacks the Station in Vanilla. However, Yavin IV itself is an interesting location, so it's cool either way.
  9. 1 point
    While I can't say for certain regarding KoTOR's version of the engine, I know that Neverwinter Nights, which I do have a bit of experience with and uses an older version of the Aurora Engine had a similar issue where you could add in what you wanted to through the .2das but you cannot create custom names or descriptions for feats/classes/abilities without adding entries to the Dialog.tlk IIRC, from there it's a matter of making sure the custom feat in the .2da points to whatever the IDs are for the new description and name, but actually modifying the .tlk file is beyond what I know.
  10. 1 point
    Revan's robes with a ninja mask, it looks awesome!