DarthRevan101

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Everything posted by DarthRevan101

  1. All right, I've got the basic idea for the Taris quest: -Player meets NPC1 in apartments -NPC1 wants to kill NPC2 who hangs out in the duelling part of the cantina -NPC1 asks you to try and get NPC2 out of the cantina -NPC2 doesn't want to leave, but challenges NPC1 to an illegal death match in the Taris duelling ring -For having such a stupid idea, NPC2 gets punished by having the Sith burst in and try to kill everyone (I might have random thugs around the duelling ring to make the battle seem bigger) -Big fight where the player decides who he sides with (NPC1, NPC2, or kill everybody) -Big XP Reward and goodies in NPC1 and/or NPC2's remains -They all live happily ever after So now I can at least say I've got a plan for this portion of the mod.
  2. Oh and I meant to add, the new duellist probably won't be fought in the usual way. Maybe there could be a quest to do with them and to finish it you have a secret, illegal death match while the cantina's closed? Maybe some Sith Troopers (or whatever passes for law enforcement on Taris) could burst in and there'd be a big fight where you can side with one or another NPC? (One of the NPCs being the one who starts the quest (presumably they'd want to kill the other) and the other NPC being the duellist?)
  3. All of the fighters wear combat suits I think, so if I put them in one and place them in non-intrusive location the they shouldn't stick out much. Yeah that's a good idea, thanks. I've found the script which sends the PC to the duelling ring: k_ptar_duelring I set it to a random npc's dialog to test it, but the screen went totally black. There was still sound and you could use the map though (So at least I knew it sent the PC to the duel ring).
  4. I've finally been able to release my first mod which included one sidequest, but I want to create a bigger mod that combines everything I've currently learned/learning about modding KotOR. What this mod intends to do is simply add a new sidequest/merchant or two to most or every planet. I hope to add new items such as custom lightsabers and robes as well. I have a few ideas for some sidequests but I'll post them here just to see how feasible it is for me and how much work will be required for the idea, and whether it would be better to do something else. My first idea for a quest on Taris would add a new NPC which you can fight in the duelling arena. I think I just need to know a script that would warp the PC and NPC to the duel arena. I've seen some scripts which warp to another module but not one for a different part of the same module. Obviously one problem with that idea would be the duel announcer, but I may be able to find a way around that.
  5. Congrats on your promotion. And I think this is a really cool idea. Icons aren't things I think too much about, but by looking at the screenshots of them in game, they make such a noticeable difference.
  6. Tatooine Merchant and Quest View File KotOR I Tatooine Merchant Mod Description: This is the first mod I've ever made - hooray! This is a simple mod which will add in a new merchant to Tatooine and give him a small sidequest. He'll be in the first module of Tatooine (on the wall on the side closest to the door), and for the mod to work it is required you have never been to Tatooine before. The enemies you may face are quite strong, by the way. Oh, and there's also some new poorly skinned robes. They were mainly a test if I could add a new item, and I thought I should at least *try* to make a new skin. Gotta start somewhere though, right? Installation: Put all of the files in to the Override folder. Uninstallation: Remove the files. Compatability: You'll need the JRL Merger for this mod to be compatible with other mods if there is already a global.jrl in your override. This mod also won't be compatible with any mod which alters the dialogue when you first arrive on Tatooine or when you arrive at the Czerka Offices. Thanks to Fair Strides & Kexikus for helping me out with dlg editing and scripts, and thanks to Rece for his great tutorials on his YouTube channel. I've also added a save for anyone who doesn't already have one or doesn't want to play through the game to see the mod. Warning: It's just a save warped from the beginning of the game to use the mod, so DO NOT use it to play the rest of the game. Submitter DarthRevan101 Submitted 10/28/2015 Category Mods K1R Compatible  
  7. 943 downloads

    KotOR I Tatooine Merchant Mod Description: This is the first mod I've ever made - hooray! This is a simple mod which will add in a new merchant to Tatooine and give him a small sidequest. He'll be in the first module of Tatooine (on the wall on the side closest to the door), and for the mod to work it is required you have never been to Tatooine before. The enemies you may face are quite strong, by the way. Oh, and there's also some new poorly skinned robes. They were mainly a test if I could add a new item, and I thought I should at least *try* to make a new skin. Gotta start somewhere though, right? Installation: Put all of the files in to the Override folder. Uninstallation: Remove the files. Compatability: You'll need the JRL Merger for this mod to be compatible with other mods if there is already a global.jrl in your override. This mod also won't be compatible with any mod which alters the dialogue when you first arrive on Tatooine or when you arrive at the Czerka Offices. Thanks to Fair Strides & Kexikus for helping me out with dlg editing and scripts, and thanks to Rece for his great tutorials on his YouTube channel. I've also added a save for anyone who doesn't already have one or doesn't want to play through the game to see the mod. Warning: It's just a save warped from the beginning of the game to use the mod, so DO NOT use it to play the rest of the game.
  8. Frankly I'm blown away by how helpful people are around here with new modders.

    1. milestails

      milestails

      Feedback is always on the menu!

    2. Mephiles550

      Mephiles550

      A lot of us had to figure out modding on our own. It could be a pain in the ass sometimes, so we like to make it easier for others. :)

  9. Female exile and Darth Sion. Mostly because it showed that the life of hate and pain wasn't the one Sion wanted, and (kind of like Nihilus with Visas) he had enough care left to love another person and (in a very small way) be redeemed by giving up the force for the Exile. It's a very small romance plot, but I think it still counts.
  10. Good news; the mod's very nearly finished. I've tested it out and it works fine, so I just need to edit a few things I had ideas for.
  11. I always have the Combat Simulation Arena for K2. Whenever I'm bored during a playthrough I just warp there and bet on matches.
  12. Well, true. But the way he said it to me made it sound like it was just a bunch of kids not knowing what they're doing messing around with a game and releasing it. I don't intend to speak for people, but that IMO is very insulting.
  13. Amateurish fanproject? I can't imagine how insulting that must feel when you and others have gone to great lengths to fix a broken, unfinished and buggy game so that people can enjoy it the way it was meant to be.
  14. Thanks for your help everyone. The last things I need to do is change the merchant's dialog to ask if the PC has found the item and not start the quest again (Would I use the same conditional script?), and if the PC has the item to give it back to him, then give the player a reward. Okay, got that done mostly. His opening dialog will now change if the quest is active. I just need to add scripts to give the PC Credits and for the merchant to leave.
  15. These are frankly amazing. They make the areas look so much bigger and alive. I love the Taris, Korriban and Unknown World skyboxes especially.
  16. And if it's not your cup of tea; then get a new cup!
  17. Maybe Mandalore and Visas' health could be halved as a result of Nihilus' power? Yeah, it would be good if sacrificing Visas had an actual, big effect. Problem is that either way Visas doesn't affect the rest of the game.
  18. Thanks! Would this also work to make it so you can't activate the quest more than once? How could I have a third first entry after using k_con_talkedto and k_act_talkedtrue once the quest is active? Thanks. My idea was for the second NPC to have some kind of bodyguard who would join in the conversation, I'm glad I could do this fairly easily. And yes I want to add a new item - a datapad or something similar.
  19. Hello! I'm new here and this is my first mod that I'm working on. I intend to add a new merchant and add a small quest for him on Tatooine. This thread's mainly so I can order my thoughts and ask for help. Things I need to do: - Create an NPC and give them a store: Done - Start a quest from the merchant NPC: Done - Create an item to get from the NPC to the merchant: Done - Spawn an NPC(s) to get an item from for the quest: Done - Add another journal entry when the PC receives the item: Done - Give the item back to the merchant to finish the quest - Give the PC a reward (Credits or a custom item) I'm learning how to add the quest by editing the global.jrl but I have some questions: My main question is how to make certain dialog options only appear when the quest is active. How to put a custom item in someone's remains. How to have a conversation with more than one NPC.
  20. Well that's even better. Not a good singer?
  21. Last time I tried it it was amazing, but it lagged in one of the zones no matter what I did, so I had to uninstall it so I could do a playthrough. Still, I'd just warp to M4-78's chamber to hear this.
  22. If M4-78 can out sing GLaDOS then I'll definitely be re-installing the mod. In the swkotor2.ini?
  23. Maybe after Nihilus calls of Visas, you could have her turn to Nihilus and bow or something? Just to make it clear that's what happened.