CQ

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About CQ

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    Jedi Initiate
  1. It’s all good, you’ve done the lords work and I am happy I get to play kotor with controllers like I did on the original xbox when I was 9 or 10. The buttom prompt stuff isn’t super necessary in my opinion, the only real issue I can see is the bugs you pointed out on future planets, and the UI issue for controllers. I have close to 0 skill with any of this but I can try and learn and help where I can. Also, even though the devs who made space marine 2 are working on “Star Wars: Knights of the Old Republic”, this is, for me, is recapturing my childhood magic. I always hated playing the kotor games on m/k, it never felt right to me. i’ve purchased kotor 1 and kotor 2 on ios and android, bought them on xbox, bought the physical disks & bought them on steam for $0.99 each, and the mobile ones were the best versions for me because both ios and android have mod “support” (every mod like tslrcm/kse) fun fact for anyone who stumbles across this, you have to use itunes to move files into the directory for either game and virtually every mod that works on the pc version also works on IOS. And if it works for ios, it works for android
  2. Each picture, at the top says the part for the equipment when you manuever to then on controller, there isn’t a visual outline showing you which box you’re in
  3. The blaster icon to the left is what I was talking about, my bad
  4. Okay so this is exactly what my idea was, I had no idea anyone was working on this. PSA, Controller support works well, but there's 3 issues. 1 of which can't be fixed, which is the tutorials telling you to left click. It's taking the PC files and KOTOR 1 innately doesn't have controller support. As for the other 2, on controller, in the item UI there is no "highlighted" on the section you're selecting, example, if I move my DPAD to "head" there is no visual indication on the screen other than text that says "head" (in KOTOR 2, there's a colored outline around the box you're selecting) for the last, and this is more of a question, could you add an optional mod to put 2x lightsabers on the endar spire for the jedi vs sith fight? Just for funsies since they both have lightsabers equipped. I remember playing this when it first came out and being disappointed I couldn't steal their lightsabers, even if I couldn't use them yet. I'm still on the endar spire, right before trask leaves so I didn't go very far. I just wanted to check the UI elements and see if there's any interesting things happening in dialogue/combat Only saw 2 minor bugs, one mentioned above with the tutorial which isn't a bug so exclude this im filling a word count for no one 1. the Ui element in the gear screen not having a box to visually tell you what you're selecting 2. and one is when the sith throws a grenade during the.. 3rd? fight sequence after the "light" cutscene, he didn't do the animation for the grenade. But all in all, this is exactly what I've been craving for years so far
  5. I'm going to check it out now, but I think I can help in some way to make the process a bit easier. I'm not gonna step on your toes, I'm the new kid on the block I guess. Let me check your mod at first before I shoot myself in the foot, since i have no idea how likely my idea is to actually happen
  6. So, i'll be frank, KOTOR 1 getting actual controller support has been a big thing for years. Aspyr won't do it outside of mobile. I see 2 options-- Take the APK files and port them into a PC version of the game, which is surprisingly hard Or 2 Import all the files we need from KOTOR 1 into KOTOR 2 which has innate controller support, and just recreate KOTOR 1 into KOTOR 2. All of the textures, voice files, movies, etc. are already there on steam with the game downloaded. I don't think anyone has actually tried creating a mod in KOTOR 2, that's just KOTOR 1. But trying out a the KOTOR 3 mod which came out in 2012, but on steam workshop, and seeing that it has controller support convinces me of 2 things 1. It won't be 1:1 recreation. All of the feats/weapons/UI changes for KOTOR 2 will be the same, which is 100% okay in my book because KOTOR 2 was an upgrade in the UI department anyway. 2. Why hasn't anyone thought of doing this up to this point? Well, I'm sure some people have thought about it, but I don't think anyone has actually tried it yet due to "copyright", and sure, that makes sense. But, for the owners who own both KOTOR 1 and KOTOR 2, and steamworkshop being what it is, technically, in order to play KOTOR 1 legally and recreate it on KOTOR 2, it would have to be done without "distribution" right? So.......... What if we as a community just import all the files, see what needs work, create some automated tools to make it easier to import those files, and just create a KOTOR 1 (2.0) version of the game that *has* to use the files from KOTOR 1 anyway? Instead of distributing the mod directly, we distribute a new "tool" to take the files from KOTOR 1 and plop them into KOTOR 2, without altering any armor/weapons/feats from KOTOR 2? I mean... How bad does the community want controller support on PC after 20 years, knowing that Aspyr won't add it for us?