Leaderboard


Popular Content

Showing content with the highest reputation on 03/03/2022 in all areas

  1. 1 point
    For this type of change one will have to load/enter the module the first time to have it work. So in this case you'll need to load a [saved] game anywhere before landing on Dantooine. The basic idea is to have the game load the [object] templates before they're spawned into the module, otherwise they still carry the previous data prior to the edited ones. No you don't, and never have to edit the RIM -- ever, at least in K1. The game prioritize MOD over RIM, so any change you make to the MOD will take precedence shortly -- that, if you load it right. One will not need to edit RIMs' 'cause they're critical for rollbacks and/or debugging without having to reinstall the game.
  2. 1 point
    Go to the Modules tab on the main window and then use the dropdown menu and select an area. A tree should load underneath showing a list of all files. You'll want to open and edit the files under the Creatures node. Again, you'll probably want to look up some modding tutorials to get a better idea of what to do. This might be a good place to start.
  3. 1 point
    Oh wow, that was fast! You have my thanks for the quick update!
  4. 1 point

    Version 1.0.0

    281 downloads

    Description: I was inspired by @InSidious' Green Level Up Icon for TSL, so I decided to make this mod for K1 that changes the level up icon to blue to better fit with the games' UI. Installation: Drag lbl_levelup to your Override folder. To uninstall, take it out. Compatibility: Will not be compatible with any mod that edits the level up icon. Permissions: Do as you wish with this mod. Credits @InSidiousfor the original idea. @Cortisolfor Holocron Toolset. @ndix URfor tga2tpc