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Showing content with the highest reputation on 03/06/2024 in Posts

  1. 3 points
    High Quality Blasters for Modders was released as a modders resource with instructions saying as long as you PM him with a screenshot he's okay with you publishing the edit even if he doesn't reply. ToastyFresh was the original creator of the models and textures found here: https://www.nexusmods.com/kotor/mods/1096/ And he says: You are allowed to alter assets in this mod and release it separately without my knowledge.
  2. 1 point
    In the politest way possible, we wouldn't be making a mod for you to play if we'd instead just tell you everything from the get-go. We actually can't say, just like with K1 & K2 the mod isn't a linear experience... there are plans to revisit the different planets and these revisits to the same planet could act as an Episode in their own right. Similar to what TSLRCM does with the Atton/Bao-Dur VS Bounty Hunters sequence, ROR will use "cloned" modules to our advantage. In-game, you'll think you're in the same place but at a later date when behind the scenes the same module has been cloned. This can allow us to have a different set of commoner NPCs to give the impression that time is moving forward and the background people are moving on and you're encountering new people in their wake. This sort of thing is being saved for later, as right now there's an internal controversy where the RPG elements are somewhat nerfed because it'd look dumb to have the player commit all sorts of evil and actively fall to the Dark Side with Drayen in the party. I'd expect these sort of major decision influences to take place once Drayen dies and the player is now alone, it'd make sense this way from a story perspective too! I know I wouldn't want a repeat of the K2 influence system as the influence system sort of represented how the player was impacting the party via their Force Bonds. Internal testing would have to be done with different party members to see if the Influence System can work with modded party members & how much of it we can actually touch as I'd assume much of it is hard coded (assuming we just rename influence as trust that is). How ever we chose to implement the trust system, do know that multiple "success" and "fail" states are written for many of the party members so that at the end of the mod, based on the players choices, alignment, faction loyalty, interactions with said party members, trust/influence and other factors the party members can chose to remain loyal to your chosen cause or defect in some way or another... very similar to how influence works in K2. It's planned to have a Canon & Non-Canon path for ROR, this is chosen at the start of the mod alongside Revan & Exile's gender & alignment. If you chose Canon, it'll follow the events of the book with the Exile being dead with the only possibility of an appearance being through a Force Ghost and Revan being locked away for 300 years and would only appear via dialogue mentions & maybe a brief cameo in some capacity. You could argue that this doesn't make sense considering it's "Revenge of Revan", to which I say this mod was in development before TOR came out so we simply have to accept ROR as a fan fiction mod that can bridge K2 to TOR depending on the correct path. But the Canon version isn't being developed at this time, instead the Non-Canon path is. It is loosely based on the book, so characters like Scourge & Vitiate might exist but the Exile may or may not be dead and Revan will make a physical appearance. As you can imagine, there'd be a point where you'd meet Revan and this "point" in the mod would change dramatically depending on the Canon VS Non-Canon choice.
  3. 1 point
    Good afternoon. Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). Requested permission to publish. I doubt that I will receive permission anytime soon. I can send the mod via private message.