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The Last Sith (KotOR2 mod)


CiPS192

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The Last Sith

 

Twelve years have passed since the Exile confronted Kreia on Malachor V. The battle ended with Kreia's death because she posed too great a threat.

Afterward , the Exile returned to Coruscant , where he helped rebuild the Jedi Order. The new Order was designed to be more moderate in its teachings and the Exile personally tought his apprentices to be more flexible , seeking to avoid a new Jedi Civil War.

 

The Republic slowly recovered from the long war , and a new golden age seemed at hand. In order to secure their new-found peace , the Republic sent the 7th Fleet , under the command of Jedi Master Tayla Hanamgan , to a distant corner of the galaxy , where Darth Revan was rumored to have gone after the battle at the Starforge.Their mission was to seek out Revan and capture him. Only when the last sith was apprehended could the Republic rest easy.

 

You are a young Jedi Padawan , apprentice to Master Tayla. As you meditate in your room on the fleet's capital ship , the Phoenix , you realize that the task ahead of you will not be an easy one...

 

 

 

Ok. So this is the setting of the mod. As you may have realized for yourself me and my friend assumed that Revan reclaimed the title of Dark Lord , and the Exile saved the Republic.

Well , I suppose a bit of an introduction is necessary. My name is Sandu(family name) Ciprian(last name) , I am from Romania and I will be (more or less) in charge of the modding part. My friend Macri Matei(Matthew) will be in charge of story and dialogue. I , personally have to admit that I am pretty new to modding , but in a week or so I'm going to present a pre-alpha (or name it as you wish) with the prologue on the Phoenix(the three modules from the Harbinger).

 

Can someone give me a tip(a detailed one) about adding the name string(character's name) to a dialog and how to make dialog different depending on the characters gender?

 

I'll keep you up to date.

 

PS : I know it's a hell of a lot of work , and I could use all the help that I can get. From tutoring , to remodeling to you-name-it , anything is welcome. I am a bit of a quick study so I am confident I'll get the hang of it pretty fast.

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Before you go any further, what are your skills in modding; just seeing that you have 8 posts suggests that you are very new to modding KOTOR.

 

There are a huge number of TC (Total Conversions which is what you're trying to do) announced but only one has ever come out, the Jedi Masters mod. There are now 3 in work that I know of, the Jedi Knights, the Revenge of Revan, and Shadows of the Empire. I'm not trying to dissuade you from making a TC but you need to know the basics and the mechanics behind KOTOR first before you start.

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Yes , I am new to modding.

 

I can make custom modules(link them + modify content) , dialogues and soon cutscenes. I know a bit (more) of C++ so if I get the function defs I suppose I'll understand them(scripting). And puting them all together obviously.

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Well it sounds like you're off to a good start if you can already to all this. If you need to see the functions of KOTOR or TSL functions go to nwscript.nss in the override folder, there is where all of the functions are located.

 

Also is this for KOTOR or TSL?

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It is for TSL:)

 

I personally prefer the TSL Jedi\Proficiency system rather than KotOR's Human proficiency\Jedi system. But this is ultimately about tastes , isn't it?

 

Oh and I have one more question. Can you take modules from KotOR and put them in TSL? I presume that the module data is taken from the game's core files so it would be required to somehow copy KotOR's files into TSL's folder. But , even if it would be possible , I suppose it would to much work for a couple of extra modules:-?

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I'm pretty sure it's possible but you can't do that. That's called porting and the definition here is that anything taken from another game and placed into TSL (including music without permission) is called porting, which is illegal. So if you don't want this thread closed by an administrator I suggest you don't talk about it any more. Sorry chief, if only we could...

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Hey,

 

I have to say it is cool that you went in some part the opposite in the Revan cannon as your base plot for the story. Very nice!

 

I agree that with your background in C++ will help you catch onto the script for kotor2 because you will be able to see and understand how script can affect the game mechanics. Plus the script is one of the hardest areas to get a hang of since there are so many opportunities to have it cause bugs for your game.

 

Good luck with the project.

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