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Everything posted by harIII

  1. Yep, unfortunately he's right. You can't reorganize things like what you are asking, all you can do is change the color of it. I'm not sure when I will get around to it because I'm having some problems with trying to get the image I want.
  2. If it is what I'm thinking of you can. I'm thinking about the boarder around the menus such as the inventory or party member menus. If so it's possible. I'm going to create a new HUD for my mod the New Korriban Tomb which will make it look very nice and I can release the HUD as a second Mod as well.
  3. I'm working on a major mod at the moment, but I was thinking about doing that. Creating a new planet based upon Oblivion for K2. But it will be a long time before I get to start on it.
  4. What about the Jedi Master Capes in K1 I don't remember but would they have capes?
  5. Is there a mod that allows you to play as Darth Vader in K1 rather than K2?
  6. I can try this, besides i need the practice. I'm working on items that will need a reskin and I'm having a little bit of trouble, so this will help me as well. I will attempt this, my major problem will be applying the new reskin.
  7. Is there a mod so that you can play as Darth Vader for K1?
  8. Is there anything I can do to make The Sith Lords more stable on Vista Extreme? I will start the game roughly 20 times before I can play it.
  9. AHHHHHHHHHHHHH Are all bubbly inside or are you feeling the tingeling sensation! AHHHHHHHHHHHHH It's done! I just have to figure out how to upload the files onto Lucasforums. If you know how, it will save a lot of time on my part of wonderless searching and also means the quicker you can play it.
  10. Is there a mod that allows the user or create an NPC that looks like Darth Vader?
  11. To tell you the truth I've already done this. The Sith each have a different Crystal. The Sith Acolytes have 1 crystal each, Sith Apprentices have 2 crystal each, and the Sith Knight has 3 crystals each. Each crystal will be different as well and these are the ones that give your Lightsaber enhanced properties, not color variations. Except for the Sith Knight who hold the Mantle of the Force and Heart of the Guardian crystals. EXCITING!!!!! Edited Also do you know anything about scripts?
  12. I'll make it a little bit weaker though because you aren't skilled with it. Is that okay?
  13. Last night, I was hoping to have all of the Jedi in place but I forgot that I had to go to band practice. This morning I was able to create all of the NPCs (also known as characters in a module). I made Sith group: A - Have 1000 credits 1 Vibrosword 1 Lightsaber Crystal Know Force Shock and Push Consist of 3 Sith Acolytes B - Have 1000 credits 1 Sith War Sword 2 Lightsaber Crystals Know Force Shock, Push, and Stasis Consist of 2 Jedi Apprentices C - Have 1000 credits 1 Dark Jedi Lightsaber 3 Lightsaber Crystals Know Force Shock, Push, Stasis, and Choke Consist of 1 Jedi Knight Is this similar to what you want? Also I have edited the 2 Jedi corpses from the cut scene to have Lightsabers on them that you can take. There will also be other Jedi Corpses that you can take Lightsabers and credits from. Each will have a different color lightsaber so that you will have every available lightsaber. Would you want to have a new lightsaber as well. One that can be used by non-Jedi.
  14. I can do it. I'll have it done is reletivly short amount of time. I know that adding the Dark Jedi will be done tonight, and sabers and 1000 credits will be done by the weekend.
  15. Cheats: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use notepad to edit the "swkotor.ini" file in the game folder. Scroll to the "GAME OPTIONS" section and add the following line: EnableCheats=1 Save the file and start the game. While playing the game, press ~ to display the console window, then enter a code to activate the corresponding cheat function. Press [Tab] to list a few console commands. {Snip} Removed off topic part of post. Posting about a problem in more than one place is spam mate. -RH I hope this helps.
  16. The easiest way of getting around this is by downloading a Mod in the Taris Equipment Emporium section of Lucasfourms. There are many of the in this site, but just don't reditribute in any way, shape, or form. You must get permision from the modder. If you don't want to use the mod for some reason, the closest you'll get is by equiping the "Darth Revan's Robes" from the default installation of K1 as well as a "Sith Mask". This is as close as you'll get to the looks of Darth Revan.
  17. Is it possible to bring the modules of K2 into K1. I was able to do this to an extent. In both games I could see things such as placeables along the lines of people and footlockers but everything else wasn't there, just an endless room really. My character could move with the annimation but the head was froozen in place and wouldn't turn with the body. My question: is there a way to fix this? Thanks for anybody who replys.
  18. I know that I am matching the indicated modules with the correct one. For instance, I'm extracting the Elder Rakatan Settlement and I know that it is available. I can edit a few things using K-GFF but I don't know how to place things such as people and footlockers. But what I want to do is in the first city area in Taris for example. I want to make it turn on a 90 degree angle rather than having a straight street. Pretty much making a cube into a sphere, changing the entire look of a level. I'm not sure if you can do that in K-GFF but if it's possible, I'll be interested and look into it.
  19. I have a great idea to start running but in order to star this I have to edit a map file. My problem is I can't the image of the maps to appear in the Module Editor of KOTOR Tool. I've downloaded the .map files from Fred Tetra's site along with Mapinfo program. The maps are presently in the maps directory and I ran the install program of Mapinfo. When I try to open a map file it tells me that there are no supported maps. But the map files are in the map directory. I go through and open the directory "Maps" and it tells me that you need a .git file. I extract the module for the map. When I try it again, it still tells me that there are no maps. What is going on. Any help will be appreciated, thank you. Merged with similar thread in KT Forum, please only create one thread for a specific topic/issue. Thanks. -RH
  20. Thank you, that's all I needed to know.
  21. Are you saying that it is impossible?
  22. I think it would be the most outstanding mod that I've come across yet. I think it would be great if you can click the left mouse button and use a weapon attack. If using a lightsaber or sword, you use a melee attack. If you're using a gun, you fire ammunition. The right mouse button allows you to use Force powers. Another key of some sort lets you throw grenades, possibly the scroll click. The only thing that you'd need is a ridicule marker to allow you to aim. Another idea I had was to be able to jump. This could work through using Force Jump and making a distance marker to the maximum jump distance. The feats Critical Strike, Power Strike, and flurry would be like a chain reaction. Click once in the sequence to activate a low hitting attack "Flurry", a second click in the sequence activates "Critical Strike", and the third click activates Power Strike. This sequence has to be done at the end of each attack to proceed onto the next feat. The same works for the guns. First Rapid Shot, Sniper Shot, and then Power Shot. I would like to start working on this but don't know what file section to look in for KOTOR Tool. Also is this even possible.
  23. I have all of the available maps from Fred Tetra in KOTOR I and the KOTOR Tool. I placed the .MAP files into the map folder in the program file. There is an option to see which maps are available under the Tools drop down menu. Even though I have all the .MAP files in the maps folder, they still say that they are either Unsupported or Failed. If I extract the 3 map files from a preticular area, I have the .MAP and the .GIT file, but I keepkeep getting an error. What is going on. Thank you for any help.
  24. I want to change the beginning classes for a bigger mod in progress. Right now I have the standard Soldier, Scout, and Scoundrel. This is all part KOTOR I and this is what I want. Name: KOTOR My Mod Soldier = Jedi Guardian Scout = Jedi Sentinel Scoundrel = Jedi Consular Jedi Guardian = Jedi Master Jedi Consular = Sith Lord Jedi Sentinel = Dark Jedi * Is this possible? * If it isn’t then is it possible to make the Soldier, Scout, and Scoundrel classes obtain the Force and Force Powers like the Jedi classes? * Can I add new classes for instance: Trooper Class: Soldier Scout Scoundrel Jedi Class: Jedi Guardian Jedi Consular Jedi Sentinel Great Force Class: Jedi Watchman Jedi Weapon Master Jedi Master Sith Assassin Sith Marauder Sith Lord Also by going to (BIFs > templates.bif > Blueprint, Character) anywhere in this folder you can change the properties of almost every character and creature in the game. Can I indevidually change what the possible models have, the models when you start a new game and select what class and portrait you want. You can change the other character such as Bastila and Carth but I can’t find the main player models. Any help will be appreciated as always.
  25. I am very new to modding and have downloaded KOTOR Tool. My questions are how to use the programs in it. Main Program I can extract the files and change a few of the properties. Project Manager Is this where you put all the files that relate to a single mod? 2DA File Editor I'm not sure what this is and how to work with it. Conversation Editor From what I gather this is where you can create dialog conversations in the game. I can create new conversations but not with the equivelent properties of the original game. Module Editor This is where I can change what worlds look like from what I can tell or change the looks of characters and items. Dialog.tlk Editor I'm not sure on what the purpose of this is yet but I think I allows me to import my conversation files into the KOTOR I and II game. Global Variable Editor I'm not sure on how to work with this program Text Editor I'm not sure on how to work with this program PWK/DWK Editor I'm not sure on how to work with this program SSF Editor I'm not sure on how to work with this program ERF/MOD Builder I'm not sure on how to work with this program I just need somebody to give details steps on how to use these programs. Also when you want to put a mod into the game, do you put the file into the "Override" file in the game file. How do you tell the game to use this file to replace another file?
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