Logan23

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Logan23 last won the day on November 25

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  1. Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  2. Does this tool allow you access to change the ui color? I have tried in the past ..only to discover some seem to be hard coded..where you cant change the color.
  3. Will you be taking in consideration to the different k1 and k2 endings,... since atton could be dead as well as other characters
  4. I would suggest you take an existing module and repopulate it and place a demo quest inside it to help you gauge how long it will take you to build content. This means having dlg with scripts that do checks on jrl entries , etc. This will help you see how involved it can be to build a mod this size. This can also help you figure out how long/ large you want this mod to be. Keep things as simple as possible with scripting or you could place yourself in a spot where you wrote something cool for a level or quest but the scripting might not transfer as easily to this idea you have.
  5. With textures for reskinning - its best to take existing ones and edit them,.. cut and paste a few together along with tweak to its color,..etc....
  6. When deciding on the planets you plan to use... you should decide in part with the idea of which k2/k1 modules would you use. If you don't do that then you will have some cool concepts for planets but no existing modules that would fit the planets you wish to have in your game. Also understand a mod like this will take a long time, the more complex you make it,.. the longer it will be.
  7. Just wondering with module maps in blender, .. any chance could a level editor be built in there. Prob not but just wondering lol
  8. I have been talking to Thor110 lately, and I am giving him permission to use the RoR heads in his project.
  9. Hi, how are you

  10. I was looking at the fairsider's kotor 1/2 toolset ........ I was able to go into kotor1 mode... open up one of your kotor 1 modules.....then go in and change the mode to kotor 2...... now you can select a npc or object on the map then open up the edit window which not allows you to change it to use kotor 2 appearances etc. Then simple save or save as. 

    Have not tested with editing it then going into in game but this should by pass the issue where you want to use kotor 1 modules and fill it with kotor 2 assests and edit the files as if they are kotor 2 game files. 

    1. Sith Holocron

      Sith Holocron

      @Logan23: These messages are all out in the public.  Might I suggest you PM @Thor110 about this if you don't want to discuss it in his WIP thread?  Just a friendly suggestion . . .  BCNU

    2. Logan23

      Logan23

      My bad ... will do👍

    3. Thor110

      Thor110

      By the way the v0.4.0 [MODDERS RESOURCE] release was free for anybody to use anyway :) but I respectfully ask that anybody who uses it to learn or create levels avoids doing anything similar to the course of my main project.

      I was unaware the mode could be changed back to K2 mode in the Kotor Toolset by fairstrides, but that's good to know, perhaps it would allow them to save properly, I find the program crashes sometimes and occasionally items get stuck to the mouse if you drag them off screen.

      Thanks for the heads up, that might make it easier to place assets in the levels for me, at the moment I have been using a mixture of K-GFF editor, Kotor Tool and Kotor Toolset moving an object around to find the co-ordinates for any new objects I place.

  11. Hi, how are you doing?

  12. On a technical side, the k1 modules in the 2 resource files you uploaded would work in k2 mod. Was thinking of using some of the k1 maps you have ine the upload for a possible mod. I saw that you mention to use them to remove certain ojects on the module. I would only be keeping the placeables in them unless i plan to reskin the module to represent a different location/planet.  Would this be ok?

    Side note, are you using the kotor toolset to place and populate the modules in your mod?

    Thanks and great job with your mod👍👍👍

  13. Im a tad confused,... been away for a long time. Are the files of kotor 1 maps for use in kotor 2 game? Was looking at your uploaded files.