View Full Version : Let me introduce myself properly...

12-21-2007, 05:27 PM
I'm new to this forum (I've known of it's existance for quite some time) but I play KOTOR I & II since they got on the shelves. First, I'd like to ask you guys to forgive my grammar, my english has been not so good lately (don't know why, maybe because I studied german and lithuanian, it may have messed up my english a little bit).

I found many interesting stuff worth playing, many things worthy to go as official content. I used to make mods and stuff myself for Descent and Freespace series, and I've been asking myself lately "heck, why not give it a shot on KOTOR?". I can work with scripts, textures and so on (just don't do moddeling) and I would like to get some pointers as to how to get started on KOTOR modding? How would you rate it? (easy, moderate, hard) and if I can use and mix other people's work to fit my own taste and release it for the general public.

Well, that's it for now, glad to meet you guys. :D

Darth InSidious
12-21-2007, 06:01 PM
Welcome! :)

In terms of difficulty, I would probably rate KotOR and TSL as moderate, although I've no real reference point, since these are the only two games I've modded. Most of KotOR and TSL modding consists of rather boring, repetitive slog, I'm afraid - like adding and moving placeables in a module, or fiddling with .2da files.

The major difficulty is overcoming some of the...eccentricities of NWScript, and the game, and once you hit the limits of what NWScript can do....

As to using the work of others, provided you have their permission, it is technically legal, but releasing it as your own work would not be considered polite. Besides, it's much more fun to create your own. :)

Anyhow, welcome to LF!

12-21-2007, 06:40 PM

If you ask me,then first of all you should learn the basics,I mean you should mess around with kotor tool find where which type of files are found,what do they do and how can you change them.As soon as you learn these things you should try re texturing e.g of some wall,clothes and robe etc.Then after you learn a bit you should start making custom items that don't change the original items.Then you should learn .2da files especially appearance.2da(helps you a lot).If you are into modeling then do it or you could start making new area's and learn the use of scripts which I think is difficult to learn.Also read the tutorials and ask if you have any problems.

As Darth InSidious said you must have permission from the original author only then you can release it for general public,but you can change any mod for your own use only.

12-21-2007, 07:43 PM
I plan on changing some things on some mods I've downloaded, plus merging some of them, of course, if I am able to reach the author via PM or email I will do so, and of course, give full credits on any readme files. I think this is the natural procedure right? If I find that some mod's author is no longer active, I would still give him the proper credits if I used his/her work.

Darth InSidious
12-21-2007, 07:48 PM
You can mod someone else's work for private use without permission.

Releasing your mod of their work without their permission is most definitely against the rules, both here and at FileFront, and probably at LucasFiles, too (although apparently, they haven't uploaded files in over a year...)