Today we are talking to Dan Taylor, a professional level designer who has in the past worked for Eidos, Square Enix, Ubisoft, Rockstar (among others) on games such as Medal of Honor Heroes 2, Hitman: Sniper, or Shadow of the Tomb Raider. Dan - who started out as a modder for Morrowind, Skyrim, and Fallout New Vegas - has close to two decades of experience in the video game industry under his belt and his talk on Ten Principles for Good Level Design at the Game Developer's Conference 2013 is cu.
About This GameFive years after the events from the award winning Star Wars® Knights of the Old Republic™, the Sith Lords have hunted the Jedi to the edge of extinction and are on the verge of crushing the Old Republic. With the Jedi Order in ruin, the Republic’s only hope is a lone Jedi struggling to reconnect with the Force. As this Jedi, you will be faced with the galaxy’s most dire decision: Follow the light side or succumb to the dark Key Features:. Follow up to the acclaimed and original Star Wars® Knights of the Old Republic™. Choose from three different classes of Jedi, each with access to specific Jedi abilities. Choose the light or the dark side of the Force as you progress through the story.
The choices you make will affect your character, those in your party and those who may join you in your quest. OS: SteamOS, Ubuntu 14.04. Processor: Intel Core i3 (2 Cores), AMD A10. CPU Speed: 2.2 GHz. Memory: 4GB RAM.
Hard Disk Space: 10 GB. Video Card (ATI): Radeon HD 5450.
Video Card (NVidia): GeForce 440. Video Card (Intel): HD 4400.
Video Memory (VRam): 256MB. Controller Support: Steam Controller, Microsoft® Xbox® 360 Controller for Windows® (Wired), Microsoft® Xbox® 360 Games for Windows® Wireless Controller with Adapter, SONY® PS3 DUALSHOCK®3 wireless controller (Wired), SONY® PS4 DUALSHOCK®4 wireless controller (Wired), Logitech Gamepad F310, Logitech Wireless Gamepad F710. © 2017 LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. And/or its affiliates. © 2004-2017 Lucasfilm Entertainment Company Ltd. Microsoft click to run installer. Or Lucasfilm Ltd.
All rights reserved. BioWare Odyssey Engine © 2001-2017 EA International (Studio and Publishing) Ltd.
All rights reserved. Aspyr is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark of Aspyr Media. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. And other countries. All other trademarks and trade names are the properties of their respective owners.
LucasArts will not condone or officially support any modifications made to the game. LucasArts owns KotOR, therefor Obsidian will not condone or officially support any modifications. Simple point of survival - don't bite the hand that feeds you.It is doubtful that the game will be any more difficult to modify. I would speculate that you will see mods out for KotOR2 much more quickly, since I would assume much of the internals to the game are the same. If save games are stored under a similar format (little reason to change them) then character editors will appear within a week of the PC release.I think most developers are smart enough these days to understand that people are going to modify games. Some still try to do everything in their power to prevent it. The smart ones just say they don't support them and if you use one, you're on your own.
This question was asked by me many months ago, and answered by the devs on several occassions: 'KOTOR II will be no more nor less modable than KOTOR I'.KOTOR I actually only has mods because some clever people, or people with nothing better to do, figured out some of the file structures. Given the legnth of time that it has been out, it really has very few mods compared to games which provided for modding. Most of the mods consist of reskins, which aren't dificult once you know the format, dimensions and file size, and have some semblance of skill with photoshop. True mods are few and far between, and I haven't had any luck with any of them, as the code mods cause my game to crash. This question was asked by me many months ago, and answered by the devs on several occassions: 'KOTOR II will be no more nor less modable than KOTOR I'.KOTOR I actually only has mods because some clever people, or people with nothing better to do, figured out some of the file structures. Given the legnth of time that it has been out, it really has very few mods compared to games which provided for modding. Most of the mods consist of reskins, which aren't dificult once you know the format, dimensions and file size, and have some semblance of skill with photoshop.
True mods are few and far between, and I haven't had any luck with any of them, as the code mods cause my game to crash. It sounds like you're mad you cant take credit for making modding possible. Kotor was modded because it runs off an edited nwn engine. The devs claim its a whole new engine but all that means to them is that parts were changed and it was recompiled under a new project name. Just like the doom 3 devs claim their's is a new engine when its just an edited quake 3 engine. Heavily edited but still an edited quake 3 engine.
Anyway, the many tools released already by the devs of the nwn engine is why so many people started to mod it. Not all the tools worked but some people managed to re-make some of the tools for kotor.
Star Wars Kotor Ii Mods
If it werent for nwn before it, i doubt many would have ever tried any kind of serious modding for kotor.as for the mods themselves, yes there are many. Some pretty damn good ones too. I know of at least one that adds in removed parts of the game (still released with the game but taken out of the map).
Making a crappy skin might not be difficult once you already know everything there is to know about making one (ffs.) but a good one is not as easy as you assume. There are even some that add new force powers like temp clones of yourself that help you fight for a certain time limit. The higher you upgrade it, the more clones. Funny that you havent used any of these mods but have so much to say about them.
Btw, in most of the mods they're not chaning any code (at most they change scripts which is written kinda like code but most dont need to) so its impossible to crash your game with them.btw, for anyone interested in modding or getting mods check this site. I'm not going to download a skin or something. If you are making an ACTUAL modification to the game, it helps to CREATE new modules so that you are not limited to those provided. Also, when the developers release an SDK, those are the tools the developers used to create the game. I strongly doubt that those tools are worse than what some person can code in a day.
So, unless you are saying the developers are idiots using stupid tools, you are wrong.P.S. If you haven't tried any of those mods, you haven't tried any mods at all. I doubt it's Obsidian Entertainment's fault that there are no mod tools. If they were against modding, why give it to us with Neverwinter Nights 2? And on Jedi Academy, it was based on the Quake 3 engine, and if it's drastically different, it wouldn't be a stretch for someone to be able to adapt tools for Quake 3 engine, so it was pointless to try.However, with KOTOR, it was a new engine; and the property belonged to Lucasarts, so they apparently thought that it was in their best interested to preven us from having any serious modding. Or could it be that the developers are just busy working on their next game?Any time you are going to release something to the public, even something 'unsupported', it takes someone's time to collect all the bits and put it together in one package. And most developers do not document data structures and the like, as everything changes too frequently during development.Another factor is 3rd party code.
Many games rely on libraries or licensed technology (thus do the tools) that cannot legally be released to the public unless they want to pay up additional license fees. Removing such things from the code to replace them with free alternatives would be a very time consuming task, if a free alternative even exists.And more often than not, many of the tools and processes used to create games are built under the pressure of deadlines to get the game done resulting in undocumented, non-userfriendly stuff that would be almost useless to release to the public anyway.Chris Jones. Did you even read what I said?
How can the answer be improved? Nov 04, 2015 Windows 10 time keeps changing I have tried update UTC to time but the time keeps advancing four hours every few days. Sounds like wrong time zone you set in your computer. How to Restore Missing Default Time Zones in Windows 10 Your PC's clock is used to record the time whenever you create or modify files on your PC. You can change the.
There was no air of anger in my post about not being the inventor of video game modding. KOTOR or otherwise.Also, I had tried just about every mod ever created for KOTOR up until I started hanging out here, and was a regular, albeit mostly a lurker, at holowan for a long time. In fact, I created several complete character reskins myself. So, yes, I do know something of what I'm talking about there.
And no, I have no idea where those skins are anymore. Someone hosted them, but I think his site went down a while back.
To this day, if you go to any of the hosting sites you'll find 90+% of the mods are simple reskins. That is not a mod in the truest sense of the word.code=script in layman's terms, and since I am not a programmer.layman's terms it is. And yes, several of the mods created to add planets and such would not run on my game. Mods allowing for new force powers and reallocation of NPCs dd run just fine.I'm sorry if you feel insulted that I said that KOTOR was not made to be modded. However, I am correct. And TSL, as stated by Chris A. Will be 'no more or less moddable.'
So, if mods are going to be created for TSL, it's a good thing that the engine hasn't changed much, that gives all the mod community a head start.Just to be fair, I went back yesterday to try and find any improvements. I found a bunch of new reskins.
A few new tools. And a lot of vapor. But no real mods. Someone did add some voice-acted dialog, but I can't see mixing that in with the original voice work.
Clever, maybe, original, for KOTOR yes. Still, this does not prove that KOTOR is a great game for modding as you and the op seem to think.BF 1942 total convertion mods = great mods.KOTOR New Revan mask for your PC = not a great mod.