-
Content Count
266 -
Joined
-
Last visited
-
Days Won
1
Everything posted by ZeldaTheSwordsman
-
This is a thought that several people here have undoubtedly had, but our lives would probably be a lot easier if the Odyssey toolset had received a public release like the Aurora toolset did.
-
Of course it would, but the tools currently available do the job quite well.
There is even the KotOR Level Editor ( KLE ) now... As well as multiple tutorials on modding the game.
On top of that, the largest mods for the game were made quite a long time ago before some of the newer tools were even made.
What would be a lot easier is if the entire community could work together on a single package that combines the best of all available mods. Rather than some convoluted build list that has people removing or adding files every five minutes.
However I have tried to do so as have many before me.
Unfortunately the problem with that is that everybody has a different view of how the game should be, which is what has left it the way it is with multiple large mods, lots of random little fixes, even for TSLRCM etc
If you want something done in life, you got to do it yourself. At least more often than not.
-
My point was that 1. mods both large-scale and small, from huge fix packs to intentionally-optional expansions to tiny custom "for fun" maps to new items, would be worlds easier to make (and have been easier to make for years) if the Odyssey toolset had been given to us and 2. The large restoration and expansion mods would not have been quite as hair-pullingly hard to make for the devoted teams whose blood, sweat, and tears brought them into being.
I haven't gotten KLE set up yet, although I've meant to. Hopefully by the end of the week... It looks very promising. Does it make map-building for KotOR as easy as it was for NWN with the Aurora Toolset?
I also need to get back into looking at model conversion.. See how I might pull off my plan to convert Altmer head models ripped from Skyrim or Oblivion into "Fay's species" headswaps for the player.
QuoteUnfortunately the problem with that is that everybody has a different view of how the game should be, which is what has left it the way it is with multiple large mods, lots of random little fixes, even for TSLRCM etc
That was always going to be the case - heck, it's one of the big reasons TSLRCM and M4-78EP are separate (even though w/o M4-78 and Lonna Vash you're missing an important chunk of the story and poss. the most interesting Jedi Master). All-or-nothing jumbo mods/modpacks can be rather irksome; I myself passed up a mod that fixes PC TSL's bugeyed holograms because several of the other changes it makes rub me the wrong way. Are you going to suggest that we should be "made to agree"? I like having some variety and choice, personally.
Also, some mods are meant just as optional things for fun and those are A. even more subject to differences of opinion by nature and B. often incompatible because of changing the same thing. Plus there's stuff like conversions (Brotherhood of Shadow, The Jedi Masters, Revenge of Revan...).
-
Not quite as easy but hopefully in the future it will become as easy as it is for NWN.
Honestly the moment games stopped coming with level editors and development tools I was frustrated as it causes so many issues for users trying to fix incompatibilities or general bugs. ( though of course some still do come with level editors, but it's quite rare now-a-days )
I think from game to game it wouldn't be a straight up conversion and would require rigging and compiling for KotOR1/2 etc
Certainly choice is good, but personally I would prefer an all-out enhancement, upgrade etc hence why I am working on such a ridiculously sized project.
There is indeed and ironically my project has them all running essentially side-by-side under the same installation of the game. ( K1, BoSSR, K2, RoR & TJM ) with a small patch used to swap between them, rather a messy way of doing things but for the moment it will suffice and in the long run it will provide me with a list of the files that need to be swapped around if and or when I make an installer / launcher for the project.
Check out some of the tutorials, I even did an hour video going over the basics of modding KotOR2 and the filetypes etc as well as wrote a bunch of tutorials, they are pretty damn basic but should provide people with a place to start.
Perhaps I should write a tutorial on determining mod compatibility.
-