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Showing content with the highest reputation on 04/13/2022 in Posts

  1. 5 points
    So! I've caught the modding bug again recently and I've been fiddling around with various bits and pieces. I don't have any of my old files anymore. so everything I'm working on now is totally new and created from scratch. Something I've been fiddling with since I came back is a lightsaber hilt pack containing the hilt models from the original Jedi Knight game. I found a brilliant pack of hilts for Jedi Academy created by a modder called Plasma and he's kindly agreed to let me release any of his models which I port over to KotOR. I've ported the seven hilts below already and they work perfectly in game: I've got them all working in K1 and am just working on placing them in the game at the moment. A version for TSL will follow on if there is any interest in it. In game screenies to follow later on today! I've also been working on porting Kyle Katarn's body model over from Jedi Academy as well, but body modelling is a completely new area for me, so progress is slow whilst I'm still learning.
  2. 1 point
    Finding new hyperspace routes is extraordinarily dangerous, all known routes were paved by Kyle Katarn as he created the galaxy.
  3. 1 point
    I seem to have broken the inventory editor in one of the past updates, but it should be fixed in the latest release that just came out. I'll need a bit more information to help you. You are running windows, I presume? What sort of permission issues? Are you getting an error when opening the program? If you can post a screenshot of the problem that would be great. Thanks.
  4. 1 point
    looking at the files the mod uses, nothing flags me immediately as being an issue. But since the idea for this mod has expanded to involve quests taking place on multiple worlds, there's potential for a conflict that can be addressed if/when they arise. Without having all the quests fully fleshed out it's hard to say atm. But definitely something to keep on the radar. I've never used Recruitable Kay to date. So far, the only module the sublevel changes beyond its own is adding the necessary components to allow entry from danm14 and return to such from the Sublevel. This will change once quests are fully integrated of course. If you think of anything as being a potential conflict, just let me know!