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Kotor Modding Community,

 

I have been modding Kotor for about 4 months now and after playing through the game on both the xbox and pc versions I have had a desire to play further into the mandalorian wars. I have worked my was through various small modding tasks such as weapon creation etc. but I want to know if you guys and gals think it could be done. Im not extremely experienced in this type of work so any inut on what would need to be done would be greatly appreciated! :):thmbup1::):thmbup1:

 

Your fellow Kotor lover,

 

Monkaymonk

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First off, welcome to the forums!

 

I'll start by asking if have you played the brotherhood of shadow mod? It allows you to play through a few parts of the Mandalorian wars which is fun and it's one of the best mods available.

 

What you want to do would qualify as an SC, or story conversion mod, and, to put frankly, are a s**t ton of work. You have to know how to do everything which is extremely hard to come by in a modder. Look into "Revenge of Revan" and "Shadows of the Empire" here on the forums. They are the only two SC mods that are making any progress and they both look very promising.

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I've been playing Brotherhood of Shadow, and in terms of modding conversions, it is pretty well done, but I think it is often overhyped.

 

I think if anyone were to attempt a Mandalorian Wars conversion, the primary focus should be to create and model the new areas. I mean after all, who would want to fight in the battle of Serroco in a module that looks like a reskinned Telos surface?

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I think if anyone were to attempt a Mandalorian Wars conversion, the primary focus should be to create and model the new areas. I mean after all, who would want to fight in the battle of Serroco in a module that looks like a reskinned Telos surface?

 

Valid point, valid point, but I do think a well made mod, with a good story and playability, would be just as good when set in the game's previously made modules. If someone can create a great mod without new modules, they aren't a necessity.

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It is pretty well done, but I think it is often overhyped.

 

My exact thoughts. I just thought I'd recommend a playthrough because it has some mando wars bits in it.

 

I think a cool idea for this mod would be for it to be from the perspective of say a Republic General/Jedi General. Not some big-shot Sith Lord/Exile type.

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First off will be an expansion where you trigger it while playing kotor2, or is it its own self game.

 

Then...what is the game, what should the player take from it? Will this be player gets to play througb certain battle?

 

What is the pace and the size of the mod.

 

Dont depend on others to tell you what the game should be, you are the owner so you have to decide what would be cool, do able, and something you would enjoy building since you will be doing all to 95% of the work.

Also read Doc's how to build a story converstion in the general tutorials. Even if you are going for a smaller scope it covers all the mechanics of building a mod that involves all areas of the game.

 

Logan

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wow those were my thoughts as well, I was thinking about maybe a jedi general so the whole game dosnt revolve around blasters.

 

I'm just getting some input on what would make my journey the easiest, but i agree whole heartedly with you Logan.

 

to be honest, I am probably going to go at a relatively slow pace so i can make the mod as enjoyable as I can.

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Valid point, valid point, but I do think a well made mod, with a good story and playability, would be just as good when set in the game's previously made modules. If someone can create a great mod without new modules, they aren't a necessity.

 

This is the general consensus on mods. Brotherhood of Shadow does a pretty good job with the story part. (I should add that a lot of modules, while re-used, do have some remodeled sections, which is a very nice touch, especially with the new skins).

 

It just seems to me that the focus should be to work on new areas so the player doesn't feel as though he/she is experiencing an alternate storyline in a familiar backdrop, you know?

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I have been making a mandalorian wars mod when i don't feel like doing anything, its not very far done, but how i started that was i created an outline, and tried to find modules i could skin effectively for specific places. When i found a spot that needs a new model, i map it out in 3ds. They would be added in last.

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I'm at the part in the tutorial on how to do a total story conversion mod where you plug in the coordinates and i'm stuck. I am using the endar spire as my first module and i'm trying to find the creatures list in the first module that is named "lbl_mapm01ab.tpc" in kotor tool. The tutorial has confused me thoroughly because in the starboard section of the endar spire, I can find the creatures list but i don't follow what I'm supposed to delete! Any help would be appreciated.

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I have come to a point in my mod where I want a certain dialog selection to turn an npc hostile. I have searched the site and follow every tutorial and I still am having difficulty getting my npc to attack me. Any links I may have missed on a script that turns npc s hostile would be appreciated greatly!

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