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Showing content with the highest reputation on 05/21/2023 in Posts

  1. 2 points
    New Mod Analysis video after all these years. I tried changing the formula so I hope to improve on it as I make the next one.
  2. 1 point
    Request 1: If anyone feels like providing feedback to some of the written dialogue I've done for various triggers, do let me know. Currently it's only myself working on the written dialogue, and I'd personally love to have another pair of eyes on some of the stuff that I'm writing, to potentially make it even better. Request 2: On the off chance that someone is able and willing to create a new lightsaber hilt, that's compatible with the upgrade to lightsabers from This Mod, I do think it would be amazing if Mission could gain a unique lightsaber. Currently Mission only has a unique robe, and I think having a unique lightsaber as well, would help make it more interesting, and visually pleasing to turn Mission into a Jedi. The only real requirement, would be for it to roughly match the colour scheme used in her robe Progress update: Thanks to Skpy, I've now gotten most/all the audio needed for my triggers on Kashyyk and Dantoine, and have created the DLG and trigger for one of them, and going to create the .dlg and trigger for Kashyyk in one of the upcoming days. This means that for the triggers aspect of the mod to be completed, I still need to cover the triggers I want to setup on the remaining planets (excluding Taris). Thankfully I've already written out a rough draft for most dialogue, and figured out where to place the majority of the triggers conceptually. When the trigger implementation on all planets is finally finished, the plan is to look at Lehon, and attempt to see if I can let a DS turned Mission join a DS Revan, and add a bit of more content where she'd normally be absent from the game on a DS playthrough. Once I manage to complete the remaining parts described above, that should mark the conclusion of the WIP aspect of the mod, and have it enter into its release stage.
  3. 1 point
    I really enjoyed that. I think your videos are better when you are doing voice commentary. Even simple hack and slash mods like this are really quite impressive considering the tools that they were made with. Anyone who tried to do module editing with KotOR tool will know what I mean. Hopefully we will get more new content mods now that we have really excellent tools like Holocron Toolset. The lack of them has always been one of the more unfortunate parts of KotOR modding. One of the projects I've done a bit of work on is a mini TC that would act as a module starter hub for other mods, so people could make modules like they do for Neverwinter Nights or Dragon Age. I think little TC mods like this would benefit from having something like that as a framework.
  4. 1 point
    Fully custom models are possible, but it's not going to be that easy. At a minimum, to be able to export this, you need to: Create Empty object Under KotOR Model Node set Type to MDL Root Rename to match exported filename or it could crash Reparent your Mesh object to a newly created Empty object