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Showing content with the highest reputation on 03/14/2021 in Posts

  1. 1 point
    Oh, I see. This has more to do with the save system, than with modules. Save system is actually one of those things that I'm willing to completely redesign, due to how hard it would be to make it 100%-compatible with vanilla. If "real-time" reloading of templates would make modders' life easier, then this is the way we could go, no problem. I hear you - recreating something that already works and NOT improving upon it does sound wrong. I'm coming from the "minimum viable product" point of view. Getting the equivalent of vanilla out with slightly better graphics and QoL improvements beats releasing a shiny but incomplete engine, in my book. I will of course consider adding advanced graphical features - perhaps when the engine is a little more mature? That's a good point. I will keep this vanilla/ehanced mode toggle in mind and develop accordingly.
  2. 1 point
    Version 0.16 of the engine has been released, which achieves a major milestone: the Endar Spire has been made completable. This is among many other things, such as lip sync and PBR. As always, if you're interested in checking reone out, you can download the latest release from GitHub, or build it from source. https://github.com/seedhartha/reone
  3. 1 point
    That's probably it. Make sure to follow the installation instructions of the latest version of High Quality Skyboxes II when updating!
  4. 1 point
    Looks like you are using High Quality Skyboxes II 1.0.1. Kexikus and others mentioned about similiar problems with cutscenes here and in the comment section of the mod page. High Quality Skyboxes II 1.1 and above fix them.
  5. 1 point
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  6. 0 points
    Thanks! Talking about possible - anything is, this is an open-source project after all. Do I have plans to add anything graphics wise? Not for the time being. I find it much more important to focus on the gameplay - particularly making the first game completable, minus the minigames. Changing vanilla behaviour is kind of a grey area, but that certainly sounds doable. Things like these could work as a feature toggle, I think.