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View Full Version : Merging TSL and original KotOR


BobRichter
08-25-2005, 08:54 AM
I like KotOR 2: TSL, but something seriously missing from its (re)playability is story. It occurred to me that the old KotOR also had a story, so I thought I'd go back and play that for a while.

I found KotOR unbearably primitive by comparison. Not only does it have a mere twenty levels, but many of the coolest feats and force powers just aren't there.

And then there's the halved effect of intelligence, the overall uselessness of skills and blasters...the list goes on and on and...

So the question here is: Would it be hard to either
a) build/import KotOR as an alternative campaign for TSL?
b) implement TSL-like character and play mechanics in KotOR?

How hard would each be, if possible? How legal would each be, if feasible?

Achilles
08-25-2005, 10:54 AM
As long as nothing was ported, legality shouldn't be too much of an issue. I too felt that KotOR was missing quite a bit after playing TSL. I tried to spice things up by replacing the weapons and creating a makeshift TSL upgrade system for KotOR. Unfortunately, it didn't turn out as nicely as I'd hoped, but it's clear that there's an opportunity.

Darth InSidious
08-25-2005, 11:01 AM
It would, however, be a HUGE task.

Emperor Devon
08-25-2005, 02:10 PM
This will no doubt be almost impossible to do without porting content.

Ancharos
08-25-2005, 02:25 PM
I found that when playing kotor after playing TSL, that i like kotor ALOT more.

Lando Griffin
08-25-2005, 04:06 PM
I like (a) i like tsl better than kotor, you get to kill alot more in tsl, but that would be a giant mod, and plus you get to kill ninja like sith dudes on dxun.

cry_of_paine
08-25-2005, 08:54 PM
I thought this topic looked familiar. ;)

My idea was to make TSL more of a continuation of 1 than it was. But a lot of the same issues would apply.

We've discussed some of the major issues here. (http://www.lucasforums.com/showthread.php?t=151194) One thing that wasn't discussed is the fact that most of the planets from 1 don't show up in 2. That would be the biggest problem with what you're proposing, even more so than the missing character models. The only planets that are in both of them are Korriban and Dantooine, and Dt is very different than it was in 1. And since I think I read somewhere that we don't have the capabilities to make custom maps, that pretty much puts a halt to that idea.

So the other question is, how difficult would it be to add some of the TSL features into 1? Namely, can you make a mod to give a person more skill levels, make more use of skills, etc.? I think that would be easier than bringing the 1 plot into TSL.

JediGandalf
08-26-2005, 01:31 AM
As far is making some TSL stuff in KotOR, I think we're limited by 1's engine. I think you can add additional powers via scripting and tlk crafting. Not sure about adding the additonal feats. I think that's done by the engine itself. New models and animations have to be made (lightsaber stab). Not sure if 1's engine can do the animations.

JediKnight707
08-26-2005, 02:14 AM
Could you make lightsabers more upgradeable in kotor? i dont like the fact that you only upgrade the crystals, so maybe make the lightsabers more customizable (i dont think thats a word but *shrug*).

PS Is there already a mod for more upgradable lightsabers? i thought i saw 1 somewhere...

TheOssusKeeper
08-26-2005, 02:27 AM
Could you make lightsabers more upgradeable in kotor? i dont like the fact that you only upgrade the crystals, so maybe make the lightsabers more customizable (i dont think thats a word but *shrug*).

PS Is there already a mod for more upgradable lightsabers? i thought i saw 1 somewhere...

not for k1, i think it's hardcoded into the engine, i don't think making a saber more customizable is possible for k1...

Achilles
08-26-2005, 03:06 AM
There are only three slots for lightsabers: 2 property crystals and 1 color crystal. This is hardcoded.

BobRichter
08-26-2005, 05:45 AM
So it's basically a case where we're prevented from doing something that would be relatively easy (if somewhat labor-intensive) by legality?

I just had a thought -- and it might be a stupid one -- but would porting content still be illegal if the mod distro didn't actually include any of the ported media, but rather contained a program or script that scavenged said media from an install of KotOR (or the CDs?)

That way you would have to buy both games for the mod to work, and shouldn't be stepping on anyone's profits.

TheOssusKeeper
08-26-2005, 05:55 AM
not necessarily a legality problem... it's just impossible to do because it is hardcoded into the engine...

BobRichter
08-26-2005, 05:57 AM
My understanding was that case a was illegal and case b was impossible.

TheOssusKeeper
08-26-2005, 06:00 AM
yes you are right on both accounts, it is illegal to port anything from one game to another and it is impossible because of the hardcoding thing ;)

TheOssusKeeper
08-26-2005, 06:03 AM
I just had a thought -- and it might be a stupid one -- but would porting content still be illegal if the mod distro didn't actually include any of the ported media, but rather contained a program or script that scavenged said media from an install of KotOR (or the CDs?)

That way you would have to buy both games for the mod to work, and shouldn't be stepping on anyone's profits.

i'm not sure if something like that would be possible either, but it still sounds illegal, considering it would be calling on another game and or trying to access it's content (in any form)...

BobRichter
08-26-2005, 06:38 AM
Thanks for the answers.