It's out! Words do not describe how excited I am to have finally finished one of my projects. I realize I have been very haphazard working on these, but schoolwork has always come first for me. Still, I am so glad and I feel like I have a huge weight lifted on my shoulders. Rest assured, I am always working on these projects, just at my own, weird pace.
Thank you so much to everyone involved for making this a reality. Next up: Battle of Dxun!
A Crashed Republic Cruiser on a Nameless World
Knights of the Old Republic
TITLE: A Crashed Republic Cruiser on a Nameless World
FILESIZE: 176 MB
There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder.
NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know.
This mod also contains an "Optional" folder meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods.
To uninstall, remove the files from their respective folders in the SWKotOR directory.
» STANDARD INSTALLATION
1) Double click TSLPatcher.exe.
2) Click the "Install Mod" button and select your SWKotOR game directory.
3) Sit back, relax, and wait for the installation to complete.
» MANUAL INSTALLATION
1) Open up the tslpatchdata folder.
2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory.
3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory.
4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one).
» OPTIONAL INSTALLATION
If you wish to utilize any of the files in the "Optional" folder, simply copy and paste all the files into the override folder in your SWKotOR directory. (This is only recommended if you already have both of SithSpecter's mods installed for consistency's sake).
You may not use any assets of this mod in your own mod without first contacting me.
This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable.
You must have a save before setting foot on the Unknown World.
Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod.
"Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect.
If you find any please post them in the comments or send me a direct message. I will address them as soon as I can.
» MODULE/ITEM NAMES
For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins.
Blaster Pistol template 020
Forearm Band template 019
Gauntlet template 019
DarthTyren as Medical Officer Audio Log
Mellowtron11 as Engine Officer Audio Log
Sith Holocron as Republic Captain Audio Log
Zhaboka as Kolgrim
Permission granted from Darth InSidious to use his alternative beach Hammerhead textures.
Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods.
Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod.
Permission granted from Thor110 to repurpose his ported K1 Harbinger modules.
- To the people who created the tools which have allowed me to create this mod.
- Kotor Tool..........................Fred Tetra
- K-GFF GFF Editor/DLGEditor..........tk102
- ERF Editor/TSLPatcher...............stoffe
- Lipsynch Editor.....................JDNoa
- XVI32 Hex Editor....................Chmaas
- CSLU Toolkit........................Oregon Health & Science University
My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you!
JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much.
Lachjames for his assistance in helping me generate/test .lip files.
All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag.
All of you who downloaded this mod! Thank You!
You don't edit any 2DAs. You edit the supermodel/s that holds the original anim/s, delete it/them, and replace it/them with TSL's version/s, giving it/them the same name as the original/s.
Some knowledge/experience is required ideally, yes. I have no idea how you'd go about a rig transfer in Blender. Someone like @seedhartha would have to chime in with information about that. in KMax, there's an animation tool that lets you import an animation from an external model and map it to the scene rig (Anim Tools -> Mapper). It should be a simple case of autogenerating the bone name matches, since the rigs are more or less the same at the core, TSL's just has some added bones for flappy sleeves and cloaks. Given the complexity of supermodels, I'd suggest the easiest approach would be to remap the anim/s onto an empty copy of the target rig, export that, then edit the ASCII copy of the supermodel to swap the anim/s. You'll need to edit the ASCII anyway to add the sound events anyway, at least using KMax, since that doesn't import/export them properly.
Strictly speaking you don't actually need to do the rig transfer. You could do the whole thing in a text editor, just swapping the anim blocks. But doing the transfer allows you to check that everything is working as intended, and adjust/fix it if not. K1 and TSL bone positions/rotations aren't entirely 1:1, which is why head model ports have facial animation issues.
There is also a bit of a trick to compiling supermodels, since they are a bit wonky. @JCarter426 is the resident authority on the matter, and did detail the process in a post somewhere, although I can't find it at the moment.
Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one.
This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated.
The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on.
The mod would give buffs to party members for finishing their sidequests. It would do this by equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines.
I have the following basics mapped out:
Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs.
Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there)
DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest
DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts]
The relevant characters and quests are:
Carth → Finding Dustil
Mission → Mission’s brother
Canderous → Jagi’s Challenge
Zaalbar → Chieftain in Need
The boosts would attempt to make each character closer to the utility of jedi in a narrative consistent way (Hidden in case you want to be surprised):
I am planning to have the scripts activate on specific dialog entries that only appear when the sidequest is concluding. Would this have compatibility issues with other mods? If so, how can I best avoid that?
Are there any limitations to what kind of bonuses work on "hide" items? These don't seem to be limited to just one kind of object, since Juhani just has an Eriadu Stealth Unit in that slot. A property like "Keen" typically only exists on weapons, could a single item give this property to all attacks?
Are there any limitations to what feats/bonuses work between classes? As an example, could a non-Jedi wield lightsabers? In testing, just providing the Lightsaber proficiency feat did not 100% work (it unequipped when moving between areas).
Proof of concept!!! Used updated dialog file for Carth to fire script to equip custom hide item and (some) bonuses applied. [4/20/21; 2nd update]
Defense boost, Regeneration, and Bonus Feat all worked
"Keen" property didn't seem to apply based on feedback battle data
Lightsaber unequip issue still exists.
Credits (Will continue to update as I go):
Big thanks to Thor110 for directing me to his video tutorial on Kotor modding!
Blue for their Kotor Scripting Tool
Fred Tetra for KotOR Tool
tk102 for their DLGEditor