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Showing content with the highest reputation on 05/13/2022 in Posts

  1. 4 points
    The way to do it in K1 is to call SuppressStatusSummaryEntry before the creation or destruction. // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); For example: SuppressStatusSummaryEntry(); CreateItemOnObject("g_w_lghtsbr01");
  2. 3 points
    @Masamune753 Yes, it was caused by the attempt to limit the forms to melee wielders. I'm about to upload an update that should fix it. UPDATE: v1.6: -Fixed bug which was causing stats to stack unpredictably (NB: restriction of the lightsaber form to melee wielders is now only checked when the form is first applied); -Corrected inconsistent spelling in the description of Makashi; -Corrected Makashi description to reflect actual bonuses; -Corrected Makashi to give +2 to Will saves.
  3. 2 points
    The remake is in UE4. There won't be any NWScript in it. It doesn't even use UnrealScript any more, just Blueprints. If you are giving up, then please at least make the current source code available. DS now has its own Github repo for various tool projects. If you'd like to create a repo for it there, jump on the DS Discord - https://discord.gg/h68Z9Ds2 - or send me a PM.
  4. 2 points
    I'd say treat a mod trailer like a videogame teaser rather than a (now defunct) E3 trailer. Show the best examples of what you've added and really use the opportunity to introduce the viewer to some of your characters or themes. Don't hype the viewer up with amazing music and pre-rendered videos when the final product won't look or sound anything like either. Don't show how you wish the mod will look, just show what it actually is.
  5. 1 point
    You have no idea how completely hyped I am to hear this! I adore this mod! Thank you! @InSidious Hey is it possible updating on an existing Save may cause issues? Soresu actually decreases my defense by 5 and increases Reflex by 2, Shi-Cho now increases def by 4 and Reflex by 2, Harmony Form does nothing, same with Persistence.
  6. 1 point
    Agreed. I come from the FLOSS side of things, for me it's natural to release sources. And while in the FLOSS space, we disagree on different licenses, we agree that source releases, with a proper license attached to allow for re-use, is important. And "release early, release often" is also a common mantra: things might happen, so while we wait for a drop of perfectly finished and cleaned up sources, maybe you get hit by a bus. Or, less crass, your HDD dies and you don't have any backups. Or something else catches your interest or your RL gets bogged down or a global panini hits and your headspace is just weird as all f. It happens, that's okay. Don't get me wrong, good documentation and detailed documented specs of file format is also important. Ideally, there's both docs and code. With code, though, if you can get it to run, you can immediately see if it's correct. This isn't meant as an attack or rant or anything, just for an explanation of where I'm coming from here.
  7. 1 point
    I'd disagree. The proof is in the pudddingcode. But sure, do also release proper, structured documentation, please.
  8. 1 point
    That would depend on exactly what the mod does. A trailer is kind of like advertisement, your trailer should pitch the mod to the audience and should make them want to download your mod. The key to making a good Kotor mod trailer is to get things like the music, footage and other special effects to work with what you're presenting. A common error I see Kotor mod trailer's make is that they record their mod footage with either the game's background music, background ambient noises or NPC chatter when these sounds would be best left out of the trailer. If you wanted to show an NPC talking, go into the sound menu of K1 or K2 and turn down the music and background noises to 0 whilst keeping the NPC dialogue up, in-game, you will only hear the NPC speak and the rest of the game will be silent. This would be useful if you wanted to have GLIntercept flyby shots of an area and the scene faded into another scene, you wouldn't want to have a soft flyby of Manaan hearing the loud crashing of the ocean's wave only to fade into Tatooine and unnaturally go from ocean waves to dust winds with no transition. Or you wouldn't want to loudly hear a ship take off in the background when an NPC is talking. If needed, you could use the vanilla game's/mod's sound effect files and add them in your video editor so you, the trailer maker, can choose when these sound effects play to complement the trailer instead of them being an annoyance in the background (A spooky Korriban mod trailer for example would do great with some Sith whispers and background screams which we hear in-game). In addition to the in-game audio, you'll want to make sure whatever music you picked isn't 'too loud'. I remember one of TSLRCM's old trailers having a part with Kreia narrating something and all I can hear is the Sith theme screeching over the top of her... the lesson we can learn from that trailer is: make sure the music isn't loud enough to overshadow the narrator and/or mod footage you are trying to showcase. When it comes to things like music, your pick should 'work' with the 'theme' of your mod. Is your mod an action packed custom content mod? You probably wouldn't want the K2's Rebuilt Enclave music playing for that. Many Kotor trailer's have music and features which work with their video theme, but sometimes these video features don't work whether it be with the video itself or with the mod you're showcasing. I could use various Kotor mod trailers as examples but I wouldn't want to draw criticism on the mods or their authors (Even if their trailers aren't good, most of the times the mods are amazing!). I would like to reiterate what Malkior has stated: I think that a trailer should only be made when the mod is essentially complete (You can discuss and plan it privately before hand, but that's it). You wouldn't want to have a trailer with half finished/poorly made content or, as Malkior put it, have a trailer which shows pre-rendered content which isn't even in the mod (If that was to be done, it'll only leave a bad impression on both your "mod" and yourself as a modder). If it's a teaser, it can be as short as 20 seconds or as long as a 1:30 depending on what exactly you want to show. The teaser should only 'tease' the mod whereas the trailer hence why it should be on the shorter end of the stick, whereas a trailer you'd go all out and do a 1 minute or 3 minute trailer, of course the timing of your trailer will be different depending on what the mod does: Does it rely heavily on combat? Is it voiced? Is it custom content? Is the mod big? etc. Trailers shouldn't really go for longer than 4 minutes I would say.
  9. 1 point
    It should definitely contain a release date a year before the current date. More seriously, it should probably be made late enough in the project to actually show off something worth seeing, and that tells the viewer what the mod is actually about, rather than melodramatic music, still frames and some running about, for instance. For length, I'd probably say about 3 minutes is about as long as you want to go.
  10. 1 point
    Here below are the collected press coverage and reviews of TSLRCM on major websites. Listed in chronological order. 2009 Hooked Gamers - October 20, 2009 KOTOR 2 RESTORATION PROJECT: When gamers set out to complete what a developer started you know you're in for a treat. Lord of Hunger sits down with us to talk about the recently completed Knights of the Old Republic 2 Restored Content Mod. 2010 VentureBeat - July 1, 2010 The KOTOR 2 Restoration: Why You Should Still Care 2012 GameInformer - July 12, 2012 The Best Mods for Knights of the Old Republic PCGamer - July 25, 2012 Community heroes: modders debug and restore cut content in Knights of the Old Republic II Escapist Magazine - July 26, 2012 Modders Restore Knights of the Old Republic II Content Rock Paper Shotgun - July 27, 2012 Grey Skies Are Gonna Kreia Up: KOTOR 2 Is Done Eurogamer.net - July 31, 2012 Chris Avellone: Knights of the Old Republic 2 restoration team "should be given a lot of kudos" Prima Games - July 31, 2012 Chris Avellone Dishes Out Respect to KOTOR2 Restoration Crew Rock Paper Shotgun - August 24, 2012 Get These: KOTOR 2 And Its Restored Content Mod Forbes - October 10, 2012 13 Classic Games Made Awesome with Mods, part 2 GameRant - sometime in 2012 Massive Content-Expanding ‘KOTOR 2’ Mod Finished 2014 Kotaku - May 30, 2014 Why Star Wars: Knights of the Old Republic 2 Is Better Than The Original 2015 PC Gamer - July 21, 2015 Knights of the Old Republic II gets controller support and more Ars Technica - July 21, 2015 Star Wars: KOTOR 2’s first patch in 10 years adds Linux, OS X, 5K, Steam mods Kotaku - July 21, 2015 Ten Years Later, Star Wars KOTOR II Gets An Official Update GameInformer - July 25, 2015 Star Wars: Knights Of The Old Republic II Is Out On Mac And Linux With Some Fantastic Updates Game Banshee - July 29, 2015 How Fans Fleshed Out KOTOR II and Why It's Worth Revisiting IGN - August 5, 2015 The Star Wars Game That Fans Saved - IGN Plays (Video) Paste - September 18, 2015 Modding the Sith Lords: How Fans Salvaged KOTOR 2 2016 Den of Geek! - April 21, 2016 Star Wars: How Knights of the Old Republic II Became Gaming's Great Unfinished Symphony A.V. Club: Gameological - April 27, 2016 In games, you can’t—and shouldn’t—win them all 2017 PC Gamer - Issue 287 (January 2017 Issue) Article: Make Your Old Games New Again Did I miss any? PM me with a link. 2019 Ars Technica - 12/5/2019 Ars Technica: The modders who spent 15 years fixing Knights of the Old Republic 2
  11. 1 point
    2022 OutsideXbox - May 12th, 2022 OutsideXbox's video: 7 Times Fans Had to Fix the Game There are more than a few errors in the video for the TSLRCM section of the video. Feel free to let them know what they are in their video's comments!
  12. 1 point
  13. 0 points
    Life's been hectic, it's been a while since I've worked on this. This is on hold indefinitely unless I get some free time. Also, I'm waiting for the KoTOR remake. It would be silly to find out the remake either includes a reverse compiler or replaces NCS scripts with something else.