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New Story for K2

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 rictus135
12-15-2005, 12:39 AM
#1
I have had an idea bouncing around in my head for a while now, and was further inpired by Knights of the Old Republic and the Sith Lords. It is essentially a story of the beginings of the Jedi order. Heres what i have so far:

You are a member of one of three orders of force sensitives; the Jal Shey, Zeison Shar, or the Matukai. War is a constant factor amongst the twelve greatest force sensitive orders. The dark foce users in each organisation block any attempt at unity, believing it will weaken their own order. However a new power is appearing amongst the lightside users. This power allows communication through the force with other responsive force users. As the lightsiders find they have more and more in common with their comrades, unity is growing. But the darksiders learn of this and seek to stop it. You and your master leave on a quest to break the darksiders hold over the various orders, starting with your own. Over the course of the game you will develop your powers, form bonds and friendships with former enemies, and bring about the unity of Light Force. Or their destruction. If you so choose you can dominate all other orders, bring their greatest to their knees and force all others to swear fealty to you. Assemble an unstoppable army of force sensitives and dominate the galaxy!

If you are interested in this story say so, if enough of you do i can begin to assemble a team and get things under way.
 3yks
12-15-2005, 1:02 AM
#2
I have found in my years of various game modding that there is two keys to sucess for a mod. The first is the simpelest, the ability for the game to be modded in the way you wish. From the ... scope of what you want to do, KotOR is probably not capable of what you want to do.

The second is far harder for any person to accomplish (from what i've seen) and that's to have the ability to do the work yourself. What can you do to help this mod come to fruition? If idea's/story/script are your only capabilites, abandon all hope ye who enter here. I'm not trying to be mean, I'm just offering the advice that 'It's better to offer somebody your services as a modder, than to ask for somebodies services in modding.'
 Doc Valentine
12-15-2005, 5:36 PM
#3
I have found in my years of various game modding that there is two keys to sucess for a mod. The first is the simpelest, the ability for the game to be modded in the way you wish. From the ... scope of what you want to do, KotOR is probably not capable of what you want to do.

The second is far harder for any person to accomplish (from what i've seen) and that's to have the ability to do the work yourself. What can you do to help this mod come to fruition? If idea's/story/script are your only capabilites, abandon all hope ye who enter here. I'm not trying to be mean, I'm just offering the advice that 'It's better to offer somebody your services as a modder, than to ask for somebodies services in modding.'

You are incorrect on almost all fronts there. Kotor is a great place to do storyline modding, I am making a storyline mod myself at the moment which already has its demo released. I asked for help and I got lots of it, it wasnt that way in the beginning though.

My first mod was Reign of the Sith, the first storyline mod for Kotor 1, everyone said it wasnt possible and i released it, did all the work BY MYSELF. If you dont have modding abilities kotor is the esiest engine to learn in. I have a Storyline Tutorial, however somehow it dissapeared but you can find it on www.kotorfiles.com) in the forums just check under the tutorials thread. In that I outline everythign, one of which being organisation. You should always ask for a team but if you do, know that you have to be commited to the idea because you are involving more people than just yourself.

I like your idea and I think it sounds great, keep trying, look at my tutorial, because it IS good to have some ability in modding, I am an expert at module editing and am an advanced scripter.

Remember you can ask ANY scripting/modding questions here and the best people will answer them. So dont give up all hope, but get all hope. Deffinetly recruit members though. Its all in my tutorial.

Best of Luck

-Gsccc
 3yks
12-16-2005, 12:08 AM
#4
I'm not extremely familiar witht he engine, and from what I'd read I thought that module editing was fairly difficult, but I guess I was wrong. (Unless perhaps I'm reading about TSL and you mean K1.)

But you just said that you did your first mod on your own, and later got help on newer mods. Ot that's how I understood you anyway. Which validates my point, that you should be able to do everything yourself before you ask other people to do it for you. Again I am not trying to tell him not to try, and I'm also not saying he shouldn't seek help when he's at the actual point's where he needs it, but after spending about 5 years in various RTS modding communities (mostly StarCraft, and W3, but also some others) it is my experince that unless you can mod on your own, then you shouldn't mod in a group.

Now if you're not good at scripting, but can texture edit, or work with the uti files or modify modules or whatever, then that's great, but at least know the basics for what you aren't great at so that you'll know how to lead a group if people are intersted in helping one :)
 rictus135
12-16-2005, 12:35 AM
#5
I lack scripting, texture editing and modelling skills. I know that is a problem, but that doesn't mean i should give up on a mod before i even start, especially if other people are interested in it as well. The whole reason i posted this is so i could find out if people would be interested in helping, rather than starting and then finding out later on that people wont help.

I would contribute to the easier, yet more numerous and necassary areas. .dlg, .uti, .utc, .tlk and module editing. As well as the story and organisation of the mod.
 Doc Valentine
12-16-2005, 4:55 PM
#6
I'm not extremely familiar witht he engine, and from what I'd read I thought that module editing was fairly difficult, but I guess I was wrong. (Unless perhaps I'm reading about TSL and you mean K1.)

But you just said that you did your first mod on your own, and later got help on newer mods. Ot that's how I understood you anyway. Which validates my point, that you should be able to do everything yourself before you ask other people to do it for you. Again I am not trying to tell him not to try, and I'm also not saying he shouldn't seek help when he's at the actual point's where he needs it, but after spending about 5 years in various RTS modding communities (mostly StarCraft, and W3, but also some others) it is my experince that unless you can mod on your own, then you shouldn't mod in a group.

Now if you're not good at scripting, but can texture edit, or work with the uti files or modify modules or whatever, then that's great, but at least know the basics for what you aren't great at so that you'll know how to lead a group if people are intersted in helping one :)

Once again you are off base, all you need is an idea, and if you can find others who can do other thing that are needed then you can make a mod. Its not all that hard anyway. EVERYONE starts out knowing nothing, so therefore according to you, no one would have made a mod o_0. It is super easy to learn all of the aspects of modding, especially for Kotor. Its mostly just typing information in, there is nothing complicated about it, If he needs help he has as myriad of people here to help him. And no, module editing is just as easy in K2 as in K1.

If you would like a voice actor rictus, I'm your man, you can also ask me any question you have about modding and i will do my best to answer, my tutorial is up again, so you will want to take a look at that.

Keep on trucking

-Gsccc
 Pavlos
12-16-2005, 6:44 PM
#7
This sounds like an interesting idea! I really like the sound of it. I can help you smooth over story aspects and other stuff! PM me if you are interested. I can also help you sort out characters, backstories, and dialogues! This sounds great!
 3yks
12-16-2005, 8:20 PM
#8
Okay, to ammend all my posts what I'm trying to say is NOT 'Give up' if you read what i wrote carefully I'm mainly just saying have skills, and learn more. And all those people who made mods did just that, LEARNED.
 90SK
12-16-2005, 10:51 PM
#9
Its mostly just typing information in, there is nothing complicated about it

:eyepop

Seriously though: for the most part you're absolutely correct. I wouldn't say that it is easy to learn all the skills of a versatile KotOR modder, but it isn't at all difficult with all the tutorials and people willing to help you. It just takes time and commitment. Not something you can just sit down and do on a whim.
 Doc Valentine
12-17-2005, 2:33 PM
#10
^^^^^

Precisely.
 Darth InSidious
12-19-2005, 6:58 AM
#11
Besides, if you *are* doing it, an the main problem (IMHO, anyway), particularly with module editing is that a lot of the work is really quite tedious.

But, if you have an idea, that's the most important thing. Go for it :)
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