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KotOR 1 modders...


gameunlimited

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Hey guys,

 

I have some question for veteran modders out there that used to mod kotor 1. It's been a while since the time I used to mod kotor 1. I just picked up kotor 2 like two days ago and still on the early part of it. After playing the game, I know that the engine for the game must be the same. And also after checking the files, indeed they looked pretty much the same as kotor 1. My question is, is there any significant change in the second game compared to the first one? Does the tool that we used to use last time (Fred's kotor tools, tk's savegame editor, script compiler, etc) still compatible with this game? I assume (at least with some minor modification) it should. How about the progress in cracking the game's model file? Has it been successful?

 

I probably am going to finish the game first before I start modding. See you guys soon hopefully.

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Hey GU, Welcome back!

 

For the most part TSL is the same It shouldn't take you too long to get used to any changes.

 

KT will work for to edit most things in TSL, I think Fred is working on a TSL version but I can't say that for certain.

 

The script compiler that we had for KotOR works for TSL, but you need the nwscript from TSL in the same folder as nwnnsscomp.exe.

 

cchargin did Crack the model formatt for KotOR and we even managed to get new lightsaber hilts into KotOR in November. As it is now we can't import models into TSL yet, but cchargin is working on it and has stated that with some adjustments to MDLops he has been able to get some TSL models into max, So that is very encouraging.

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:band1 All right Gameunlimited is back in town!

 

There are some new modding areas with TSL especially with upgrades. I'm sure if you take a peek at some of the posts Redhawke and others have been putting out lately you'll pick up on it in no time. You'll also notice plenty of new 2da files as part of the information repackaging. But it's pretty much the same as before in terms of scripts feats powers etc.

 

tk102: A tremor in the Force. The last time I felt it was in the presence of my old master. Welcome back GU!

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Welcome back indeed!

 

As stated above, the old tools are for the most part in the act of being adjust to fit TSL and modding is basically the same, with a few new .2da files which actually make it incredibly easy to add new upgrades into the game. :D

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Originally posted by T7nowhere

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KT will work for to edit most things in TSL, I think Fred is working on a TSL version but I can't say that for certain.

 

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Indeed I am working on a new version. While many things have stayed the same, a number of things are also different in the new game. Extra fields have been added to some of the files to allow for new features in the game. Accomodating these changes without breaking anything that already works is the challenge ahead.

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Thanks guys, glad to be back here with all of you. I guess most of the core modders back from the KotOR 1 are still here. And I must say, judging from the posts and guides that have been posted here, you all must be doing a real good job cracking the game hehe.

 

Anyways, time for me to play the game first. Hopefully the story is as good as the last one, or better =)

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