Jump to content

Home

Retro-mod getting started


blawk

Recommended Posts

Morning,

 

After playing out the first KOTOR, I tried to get a copy of TSL but wasn't successful until now. Even If I haven't started "playing", I became quite interested on the modding scene around these games.

 

I started looking over the available mods for TSL and found out that there's something missing since KOTOR. That is, a connection to the movies by a full-change mod. Something that really gives the game a possible "canon" with the movies, that are supposed to take place 4000 years after KOTOR. As it's a mod, we shouldn't worry about the time gap, as the technology and story going on the game could fit perfectly in a parallel/immediately previous/post movies plot.

 

I would like to know the opinion on this possible work path, and would feel pleased to work with experienced and newcomer modders (like me) to get at very least something basic done, as a start.

 

So, here goes my proposal:

 

  • Create some areas involving new NPCs & merchants and quests


    For example the cantinas mentioned in other threads and implemented by other mods. New quests could involve bounty hunting.


     

  • Create some robes and items that can be obtained from the new merchants
     

    This could be even more complex, for example by limiting items availability: if the player completed a quest or not. An example robe would be the Darth Vader one implemented by an already available mod, and the movie robes one plus light saber modifications.


     

  • Spawn new NPCs in the added areas
     

    Among merchants, other possible NPCs based on movie characters (ie. Jabba's cantina band members, guards, etc). This could involve spawning a NPC for a quest in a random (I'm not sure if this can be done with the available tools, I guess it's just a matter of scripting complexity...) location and making it part of a bounty hunting quest. For example getting as pric a mandalorian battle robe like Fett's one.


 

Another question: is it possible to implement new models for space ships? Same happens to fire weapons and droids. On this I really lack of knowledge, as I'm not really familiar with 3D modeling and less if it involves a propietary format used by the game developers.

 

Many thanks in advance for the feedback.

 

I'll edit this post to add any further information needed as of the comments posted, questons, etc.

 

Cheers.

 

[edit 1]

After checking this (http://www.lucasforums.com/showthread.php?t=152897&page=2&pp=40), maybe the possibility of random events on ship trips could get done. Scripting is definitely the key to get things implemented. I always liked the worm cave in the asteroid :). Although, other possibilities could be easier and mre feasible, like a rancor "quest" and so on. I think that the ability of capturing creatures and NPCs would be awesome (NPCs could give dark side points, as you could turn them into "slaves"). An armband or pad could be used to manage this. Making the game more random is what the player needs in order to feel "inside". Not just playing a straight-line plot.

Link to comment
Share on other sites

:)

 

I hope to find people interested on working on it!

 

Just started looking over some modules and got the project stuff ready. Although, I'm not sure if it's going to be a problem that the game is of a foreign language release and thus not English-based dialogues are available, or maybe I'm wrong. Any modder could give pointers about this?

Link to comment
Share on other sites

A team is working on a full transition mod. It takes place 100 years after episode 6.

 

http://infinite-empire.org

 

You ideas sound very nice though :)

I'd definately play it.

Nice, but I was thinking on something more "parallel" to keep the plot canon. In fact, I think I would be pleased to work with someone from the IE team on this, and it seems like both projects could work well together. Even if for me, right now, there's no "project" yet, as I'm just getting familiar with the stuff and need some more hands around.

 

I think that something easy could be started rigth now, a very basic cantina mod with some nice additions and nothing more. Then go straight forward to the new ship, then the new planet and finally the other stuff. I guess that the "randomization" of the game is something that could be worked out after the first modifications.

 

What do you guys think about this?

 

At least the scripting is pretty self-explanatory, it helps to have C & C++ background :)

I miss an API reference documentation online from Bioware/Obsidian. I guess they could be interested in the potential benefit this could provide for developers on using their game base and frameworks. Commercial terms-talking, that's it. More mods, more players, more money for them in the end.

 

Cheers.

 

[edit 1]

 

BTW, anyone knows where can I find fonts or other freely available concept art for use in the mod? Of course author keeps credit and copyright. For example, I've planned a custom game launcher and need to get some stuff prior to modifying the background, etc. At least I've got everything I need in order to do some sound FX work ;).

Link to comment
Share on other sites

How retro/before the movies are you looking for?

 

There are a variety of launchers out there with a concept art look but I would do a web search for Star Wars art. Or find a team of people who have a graphic artist and join them. :p

Hey Darkkender,

 

Well, I'm looking for a "not too far away" plot timeline, that is, something which starts before The Return of the Jedi (ie. Empire strikes back) and the immediate future. Or even better, right before A New Hope. After all, that's when the Jed exile takes place in the movies canon ;).

 

The plot would be basically about the connection between the game exile-related story, the legacy of the Sith (from KOTOR I and "before") and the on-going hunting against the remaining Jedi and the Empire efforts to rule the galaxy. The point is that we aren't making a full plot mod, but a connection. Something that gives players a "taste" of reallity inside the Star Wars universe timeline. I really miss a game which provides the functionality of KOTOR I & II but with a plot slightly related to the expanded universe and movies plot itself. I've seen Galaxies and Empire At War, and it's still strange that Lucas Arts is working on that (which is good, indeed) but forgets completely about what started it all ;).

 

Back on the technical stuff...

I've got a launcher, I'll try to get in contact with some people and hopefully Darth333 and others could get interested. The launcher and cantina parts are easy. I'm not sure on copyright issues regarding the sound track, but as this is non-profit, I guess it will work by just adding a disclaimer and credit list.

 

Cheers!

 

[edit 1]

 

Just released the first part of the mod:

http://www.lucasforums.com/showthread.php?p=2062789

Link to comment
Share on other sites

Just finished the skeleton for one of the new quests. It takes place on a new area (based on Ravager) and is about killing/setting up a side quest with Darth Vader. I need to get included some Stormtrooper robes, for this I'll ask Infinite Empire team folks. Basically we'll be asked to kill Darth Vader and de-active the destroyer ship, then escaping using the EH (or an emergency capsule, I think this could be easy, it's just a fast transition to "somewhere else", for example another ship that captures us). The point is that, we can either choose to kill him or do that against those who requested us for the mission (in this case I won't reveal much of the plot, everything is work in progress), gaining dark or light side points as well as some more cool stuff like robes and new items. Certain conditions should make a new merchant to be available...

 

So, a few questions:

 

How can I make NPCs become of a concrete faction depending on a dialog? I would like the stormtroopers to become hostile after we fight Darth Vader as well as starting a new quest (Fett is going to have fun too). If we choose to help Vader and kill "someone else", then stormtroopers inside the Destroyer ship won't be hostile, but neutral. Same happens to the earlier mentioned merchant (it will be a "foreign droid" that will appear somewhere, bringing some items that can help, for example, to complete HK-47 and rare lightsabers, robes, etc). It should appear randomly at a location once the primary quest is finished.

 

Do the scripts support some kind of rand() function? Basically like in C, just to get a random value between 0 and n (where n is the number of available planets) and then spawning the NPC at the right place. Areas can be hard-coded, not a big deal.

 

Final question: does this little plot overview look good to you guys? I really want to hear comments and suggestions.

 

BTW, is it possible to include custom music? In such case, what would you like to hear during your battles? As in the old themes and such.

Link to comment
Share on other sites

I'm not sure on copyright issues regarding the sound track, but as this is non-profit, I guess it will work by just adding a disclaimer and credit list.

Since I din't want to clutter up your mod release thread anymore, let me clairify what I was saying there.

 

It is illegal to freely distribute any copywrited music/media... period.

 

We here at LucasForums have to go by these same laws as well, as such we do not condone these kinds of actions. If you don't believe me here is a previous thread where a potential mod maker (Dark_Ansem) wanted to use certain musics in his mod and uses your same arguments on Darth333... clicky.

 

Sorry, I don't want to be harsh, I am merely trying to save you some agony later on.

Link to comment
Share on other sites

It sounds pretty good:D

As I'm sure you know, I can't help on the concrete side of things, but I can definitely get abstract for you with quest/plot/character/etc. suggestions.

 

I'd say it's better to avoid the legal issues completely, instead of trying to walk the line.

You should ask around here, D333's claims are law and music (could help you either way:xp: ) I think Gsccc hired an orchestra for his story so might be able to give you an idea of how to go about doing that, and there's sure to be more musically talented modders around, although I admit holowan music talent isn't something I keep an eye on.:)

Link to comment
Share on other sites

Since I din't want to clutter up your mod release thread anymore, let me clairify what I was saying there.

 

It is illegal to freely distribute any copywrited music/media... period.

 

We here at LucasForums have to go by these same laws as well, as such we do not condone these kinds of actions. If you don't believe me here is a previous thread where a potential mod maker (Dark_Ansem) wanted to use certain musics in his mod and uses your same arguments on Darth333... clicky.

 

Sorry, I don't want to be harsh, I am merely trying to save you some agony later on.

I won't do anything regarding the music as in releasing that work bits for free. I'll just keep some stuff for myself, while most of the modifications will be released. I should have clarified that before too.

 

Although, I'm not sure on the possibility of using a 4-second FX or alike, which is "pretty generic". I'll try to get in touch with LucasArts just to know if that can be done.

 

Let's get back to the technical matters right now, there's plenty of time to discuss the other details.

 

So, anyone can answer my questions please? I'll try to find my way through the game scripts anyways, but any help is appreciated!

 

Cheers and thanks for the comments.

Link to comment
Share on other sites

It sounds pretty good:D

As I'm sure you know, I can't help on the concrete side of things, but I can definitely get abstract for you with quest/plot/character/etc. suggestions.

 

I'd say it's better to avoid the legal issues completely, instead of trying to walk the line.

You should ask around here, D333's claims are law and music (could help you either way:xp: ) I think Gsccc hired an orchestra for his story so might be able to give you an idea of how to go about doing that, and there's sure to be more musically talented modders around, although I admit holowan music talent isn't something I keep an eye on.:)

:)

 

I'll ask around, definitely.

BTW, on your capital ship, what maps are you using and how are you connecting them? Did you clean up the Ravager ones? It needed a bit of time for myself, it's full of NPCs, waypoints, etc. What's the tools 'combo' that you are using?

It's a nice idea indeed, I'm still on the design part of the job. Indeed, It's strange to see your NPCs alone in such a huge map :)

Link to comment
Share on other sites

  • 3 weeks later...

SO how does the story go? Like you are some descendant of Revan who joins the Empire and while the PC knows he's a FS (and harbors some Jedi powers) he/she tries to keep it quiet until DV finds out when things change drastically.

 

I guess Peragus could be heavily modified to be the Death Star interior, while the other planets could be what they are in K2

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...