<?xml version="1.0"?>
<rss version="2.0"><channel><title/><link>https://deadlystream.com/blogs/blog/89-having-fun-with-the-kotor-maps/</link><description><![CDATA[
<div style="background-color:#ffffff;color:#1d2129;font-size:14px;">
	<div style="text-align:left;">
		So it seems what started out as me meant to be playing both KotOR games again, I then started getting updated textures and tools to mod the game to my liking, I also ported a few maps for fun as well as a previous project I was working on where I intended on using the original KotOR maps from both games, eventually I ended up pursuing a complete port of the modules for both games having removed any mods from the game simply for preview purposes of the original contents for the mod.
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<div style="text-align:left;">
			<span><span>Would you believe I have only been working on this since around Christmas Day?﻿</span></span>
		</div>

		<div style="text-align:left;">
			<p>
				<span><span>I will pursue preparation of what I am calling V0.25 a complete working version of K1 to K2 maps which may also include the K2 to K1 maps if I fix the issues or decide to include just the working maps.﻿</span></span>
			</p>

			<p>
				<span><span>It will be safely and securely backed up until I know what to do with it while I continue to work on my mod for the second game, I won't start work on a mod for the first game until I am done with the main mod I will only write down the odd idea here and there once I have re-played both games because I do not remember them as well as I would like to be writing stories / missions / quests / side-quests / extra content for these games.</span></span>
			</p>
		</div>
	</div>

	<div style="text-align:left;">
		<span><span>Turns out K2 was not released for Android or the App Store but K1 was.</span></span>
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<span><span>I had thoughts about porting the entire game to the first as a mod in order to allow people to play the second game on their mobiles b</span></span><span><span>ut this could actually lead to a cease and desist order from Obsidian as it could prevent an official release of a "K2 for the Mobile".</span></span>
	</div>
</div>

<div style="background-color:#ffffff;color:#1d2129;font-size:14px;">
	<div style="text-align:left;">
		 
	</div>
</div>

<div style="background-color:#ffffff;color:#1d2129;font-size:14px;">
	<div style="text-align:left;">
		<span><span>This was just an idea though and not part of the mod I am actually working on ( porting both maps to both games ) but primarily an expansion mod for the second game, if I cannot fix the problematic maps for the first game from the second game then I will not pursue any alternate projects immediately.</span></span>
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<span><span>I am surprised I have not dropped this project but I am quite passionate about the Old Republic Era / Series of games, so I will continue with my current main project of a "modders resource" for K2 of the K1 maps as well as my mod to re-introduce all of the "live_planet"'s which are left in the games code which in my opinion would have been the 4 planets from the first game that were not in the second.</span></span>
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<span><span>It only makes sense where they left all the doors and dialog entries for the doors, placeable objects, placeables, characters and so on as well as the ease of access to adding new content through the override folder or its equivalent on xbox classic, the only edit is that Yavin Door 01 becomes #76 and Peragus Door 01 becomes #64 in the genericdoors.2da file.</span></span>
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<span><span>Though of course it would not make sense to remove much of this content as it would have been heavily re-usable the specific re-arrangement of the Yavin Door and Peragus Door tells me they at the least planned to introduce "lyv_m99aa" or "yav_m50aa" into K2 one day.</span></span>
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<span><span>Who knows, perhaps one day we will know for sure, I have also found some more modules within the second game that I am not familiar with and do not have corresponding modules within the game, I will need to again construct new .are, .git and .ifo files for these maps.</span></span>
	</div>

	<div style="text-align:left;">
		 
	</div>

	<div style="text-align:left;">
		<span><span>Thor110</span></span>
	</div>
</div>
]]></description><language>en</language><item><title>Merging Levels</title><link>https://deadlystream.com/blogs/entry/423-merging-levels/</link><description><![CDATA[<p style="text-align:center;">
	<strong><u>Merging Levels</u></strong>
</p>

<p>
	So I got distracted while fixing some holes in the level geometry for Manaan and realised some of the games levels could be easily combined into one.
</p>

<p>
	Currently I am not sure what I plan to do with this but these are the three levels I have put together.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><strong>Endar Spire</strong></u>
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="26174" data-ratio="56.25" width="1200" alt="m01aa-ab.png.e9797cb24b400c8b39efe3b2196b8f8c.png" src="https://deadlystream.com/uploads/monthly_2024_10/m01aa-ab.png.e9797cb24b400c8b39efe3b2196b8f8c.png" />
</p>

<p>
	This actually needed a little editing to get it to fit properly, but it was very close to being perfect when imported to begin with.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong><u>Taris Sewers</u></strong>
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="26175" data-ratio="56.25" width="1200" alt="m05aa-ab.png.4c000b5cab813c5e9baa4f54b97acb76.png" src="https://deadlystream.com/uploads/monthly_2024_10/m05aa-ab.png.4c000b5cab813c5e9baa4f54b97acb76.png" />
</p>

<p>
	This level also needed a little editing but it was easy enough to line up both halves of the level.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong><u>Manaan - East &amp; West Central</u></strong>
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="26176" data-ratio="56.25" width="1200" alt="m26ac-n-m26ae.png.d77303da309611ce8f86e9c17f3bb2fe.png" src="https://deadlystream.com/uploads/monthly_2024_10/m26ac-n-m26ae.png.d77303da309611ce8f86e9c17f3bb2fe.png" />
</p>

<p>
	These two levels are in exactly the right position when imported, however the joining room needed editing quite a bit to make everything work and look right.
</p>

<p>
	 
</p>

<p>
	I have Manaan and the Endar Spire working in-game, I am just having a little bit of trouble getting one of the roomlinks to work on the Endar Spire and I have only just put together the Taris Sewers level.
</p>

<p>
	 
</p>

<p>
	While I am no sure how many levels could be fit together like this, there are quite a lot for which it just wouldn't work.
</p>

<p>
	 
</p>

<p>
	To think, all I set out to do in the first place was add in the missing room to Manaan's Hotel...
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="26177" data-ratio="80.00" width="1200" alt="KotOR0003.png.b564caab14b556f23082066a306540b0.png" src="https://deadlystream.com/uploads/monthly_2024_10/KotOR0003.png.b564caab14b556f23082066a306540b0.png" />
</p>

<p>
	 
</p>

<p>
	Thor110
</p>
]]></description><guid isPermaLink="false">423</guid><pubDate>Mon, 28 Oct 2024 07:02:09 +0000</pubDate></item><item><title>Another missing Sleheyron level.</title><link>https://deadlystream.com/blogs/entry/422-another-missing-sleheyron-level/</link><description><![CDATA[<p>
	Just yesterday I noticed some chatter and Wizard, the author of KotORModSync and a co-author working on the Holocron Toolset found some more missing level files from a Sleheyron level.
</p>

<p>
	The model files are the following.
</p>

<p>
	crossgob.mdl/mdx<br />
	hal01gob.mdl/mdx<br />
	hal02gob.mdl/mdx<br />
	hal03gob.mdl/mdx<br />
	hal04gob.mdl/mdx
</p>

<p>
	So I took it upon myself to try and reconstruct it, the results are far from adequate but I haven't put that much time into it yet.
</p>

<p>
	<img alt="sleheyron2.jpg.b549e403f4453d3427f59a4c5e79afdf.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25206" data-ratio="46.11" width="796" src="https://deadlystream.com/uploads/monthly_2024_04/sleheyron2.jpg.b549e403f4453d3427f59a4c5e79afdf.jpg" />
</p>

<p>
	This is the level viewed in Blender.
</p>

<p>
	<img alt="sleheyron1.jpg.00782b239853c0d77b4aeb312b156790.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25205" data-ratio="64.52" width="1200" src="https://deadlystream.com/uploads/monthly_2024_04/sleheyron1.jpg.00782b239853c0d77b4aeb312b156790.jpg" />
</p>

<p>
	This is the interior of the level viewed in Blender.
</p>

<p>
	And here are some shots of it in-game.
</p>

<p>
	<img alt="sleheyron3.jpg.8d9685662893994f59517ecc70f7fb77.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25207" data-ratio="80.00" width="1200" src="https://deadlystream.com/uploads/monthly_2024_04/sleheyron3.jpg.8d9685662893994f59517ecc70f7fb77.jpg" />
</p>

<p>
	No lightmaps! I'm blind! aahhhhhhhh
</p>

<p>
	<img alt="K2_00000.jpg.b91c0f1f4e6ad2551164d0999a1b8db1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25201" data-ratio="80.00" width="1200" src="https://deadlystream.com/uploads/monthly_2024_04/K2_00000.jpg.b91c0f1f4e6ad2551164d0999a1b8db1.jpg" />
</p>

<p>
	Poorly made lightmaps! I'm going blind! ahhhhhhh
</p>

<p>
	<img alt="K2_00001.jpg.efe4d6bf36195de54845ba34e834c596.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25202" data-ratio="80.00" width="1200" src="https://deadlystream.com/uploads/monthly_2024_04/K2_00001.jpg.efe4d6bf36195de54845ba34e834c596.jpg" />
</p>

<p>
	Though I didn't do any setup for baking the lightmaps, I just baked them as they were so that's probably why they turned out awful, I also did not familiarise myself with the proper procedure when baking them so the files were huge.
</p>

<p>
	<img alt="door.jpg.80c30ca8482cbca3f7c0399990ca2d2b.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25200" data-ratio="78.59" width="1200" src="https://deadlystream.com/uploads/monthly_2024_04/door.jpg.80c30ca8482cbca3f7c0399990ca2d2b.jpg" />
</p>

<p>
	None of the games doors fit the hallways unfortunately!
</p>

<p>
	<img alt="sewer.jpg.08c8aa99d193bc784a1a9daba5d43b1c.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25204" data-ratio="100.57" width="882" src="https://deadlystream.com/uploads/monthly_2024_04/sewer.jpg.08c8aa99d193bc784a1a9daba5d43b1c.jpg" />
</p>

<p>
	Which is a shame.
</p>

<p>
	The minimap turned out even worse.
</p>

<p>
	<img alt="lbl_mapgob.jpg.d2be4087bc93e25c825567c33e7d2eff.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25203" data-ratio="50.00" width="512" src="https://deadlystream.com/uploads/monthly_2024_04/lbl_mapgob.jpg.d2be4087bc93e25c825567c33e7d2eff.jpg" />
</p>

<p>
	But again, I just threw it together quickly to see what it all looked like in-game.
</p>

<p>
	Now I just have to figure out what to do with it.
</p>

<p>
	Thor110
</p>
]]></description><guid isPermaLink="false">422</guid><pubDate>Sun, 21 Apr 2024 20:24:00 +0000</pubDate></item><item><title>Yuthura during the Ceremony</title><link>https://deadlystream.com/blogs/entry/391-yuthura-during-the-ceremony/</link><description><![CDATA[<p>
	Just properly added in Yuthura during the final ceremony / cutscene of the game for the port.
</p>

<p>
	Made sure she is facing the correct directions during each part of the cutscene, though her placement could do with moving a little but it works for now.
</p>

<p>
	#1 of the seven/eight appearances she makes during this cutscene, in this one I feel like she could do with being moved to the right a little which I will probably do at some point in the future.
</p>

<p>
	Hopefully the position will work for the rest of the scene as well.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura1.png.21db4e24e299eebe42acb4600612d675.png" data-fileid="20592" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20592" data-ratio="49.12" width="1024" alt="yuthura1.thumb.png.25466154eebdad52af0ea381abeab04c.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura1.thumb.png.25466154eebdad52af0ea381abeab04c.png" /></a>
</p>

<p>
	#2 This scene isn't too bad.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura2.png.38f12f6c1bbefcf4d6d031d36c57eda3.png" data-fileid="20593" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20593" data-ratio="46.97" width="1024" alt="yuthura2.thumb.png.cf9e541ea21d67a7ae3a704e5416d039.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura2.thumb.png.cf9e541ea21d67a7ae3a704e5416d039.png" /></a>
</p>

<p>
	#3 She barely appears for a split second on the side of the screen as it zooms in on the party/player in this shot.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura3.png.490621bb8c80f6b1186fbe2cb93c51c1.png" data-fileid="20594" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20594" data-ratio="47.75" width="1024" alt="yuthura3.thumb.png.54b59fa3883611856039564a6e57d7a7.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura3.thumb.png.54b59fa3883611856039564a6e57d7a7.png" /></a>
</p>

<p>
	#4 Pretty sure this is her leg in this shot and it appears twice.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura4.png.766d57b2e9252ac586b90a5131c2eafd.png" data-fileid="20595" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20595" data-ratio="45.90" width="1024" alt="yuthura4.thumb.png.8cf44eb2acbcbbdceb21a311c75fc50a.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura4.thumb.png.8cf44eb2acbcbbdceb21a311c75fc50a.png" /></a>
</p>

<p>
	#5 Again here you barely see here for a split second at the bottom of the screen as it pans up.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura5.png.a02aeaff704f7669655d7386748d62f0.png" data-fileid="20596" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20596" data-ratio="47.56" width="1024" alt="yuthura5.thumb.png.36cd8212c55e25948a2a5bfd639db75f.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura5.thumb.png.36cd8212c55e25948a2a5bfd639db75f.png" /></a>
</p>

<p>
	#6 Here she almost seems like a mysterious figure at the back of the group, which I kind of like, if she was moved anymore to the right in the other shot she would be to the left in this shot, being under the players armpit or completely removed from view potentially anyway.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura6.png.50c854e8f01ca897487238a59e443fe5.png" data-fileid="20597" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20597" data-ratio="46.78" width="1024" alt="yuthura6.thumb.png.20308541fce12b48e6d8be967ee65bf1.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura6.thumb.png.20308541fce12b48e6d8be967ee65bf1.png" /></a>
</p>

<p>
	#7 Again here she can barely be seen for a split second on the side of the screen as it slowly pans in and the zoom for the credits roll happens.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2022_04/yuthura7.png.463af8cdeb788ef46055175554bc7557.png" data-fileid="20598" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20598" data-ratio="47.66" width="1024" alt="yuthura7.thumb.png.74b650889f22a79cf52c1ceff0a16166.png" src="https://deadlystream.com/uploads/monthly_2022_04/yuthura7.thumb.png.74b650889f22a79cf52c1ceff0a16166.png" /></a>
</p>

<p>
	Let me know what everybody makes of these shots, I am thinking I could just move her to the left for a couple of the shots and then move her back, but then it might seem jarring with her going back and forth.
</p>

<p>
	Thor110
</p>
]]></description><guid isPermaLink="false">391</guid><pubDate>Sat, 23 Apr 2022 20:58:54 +0000</pubDate></item><item><title>Porting Madness Continues</title><link>https://deadlystream.com/blogs/entry/379-porting-madness-continues/</link><description><![CDATA[<p>
	The porting madness continues!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2021_06/czerka.png.cecdcc01f1da203603e390a7de5ab348.png" data-fileid="17764" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="17764" data-ratio="83.12" width="924" alt="czerka.thumb.png.40f756302adfadcf2a5f8db24dd6ec43.png" src="https://deadlystream.com/uploads/monthly_2021_06/czerka.thumb.png.40f756302adfadcf2a5f8db24dd6ec43.png" /></a>
</p>

<p>
	As many of you may have seen as I have made sure to post it around a bit in hopes of finding some more testers and maybe even people to help develop the project, I have not long completed my first playthrough of Brotherhood Of Shadow : Solomons Revenge and of course that lead me to porting it over along with the port of KotOR.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2021_06/bossr.png.60940b6483d21ded723579896b22360b.png" data-fileid="17765" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="17765" data-ratio="82.85" width="927" alt="bossr.thumb.png.06bc17861d08478d0f6833e4725a846f.png" src="https://deadlystream.com/uploads/monthly_2021_06/bossr.thumb.png.06bc17861d08478d0f6833e4725a846f.png" /></a>
</p>

<p>
	Everything seems to work perfectly, which is great and should save me a lot of time.
</p>

<p>
	It can also easily be turned on or off by swapping between just a few files.
</p>

<p>
	Though I haven't released it yet, I am not sure how soon I will.
</p>

<p>
	However I wasn't expecting it to be done in but two nights where I devoted only a fraction of my time from the project to setting it up.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="17766" data-ratio="18.37" width="920" alt="silveredge9.png.d66eab95b8133e6a7b15c9283a7dda9b.png" src="https://deadlystream.com/uploads/monthly_2021_06/silveredge9.png.d66eab95b8133e6a7b15c9283a7dda9b.png" />
</p>

<p>
	Going on the above permission which can be found on Silveredge9's DeadlyStream profile which I only came across a few weeks ago
</p>

<p>
	Thor110
</p>
]]></description><guid isPermaLink="false">379</guid><pubDate>Fri, 25 Jun 2021 05:51:00 +0000</pubDate></item><item><title>Endar Spire Demo Levels</title><link>https://deadlystream.com/blogs/entry/358-endar-spire-demo-levels/</link><description><![CDATA[<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="344" width="459" data-embed-src="https://www.youtube.com/embed/hteSgeFCNt8?feature=oembed"></iframe>
	</div>
</div>

<p>
	0.8.3 Experimental Files for the Expanded Galaxy Project now feature demo levels of the Endar Spire.
</p>

<p>
	The video is outdated and the levels are now 99% functional / can be played through, I suggest starting a new game, skipping the prologue and then warping to "end_m01aa"
</p>

<p>
	In the future I might work on more levels, I found deconstructing and rebuilding these levels to be a really fun experience.
</p>

<p>
	I also think that they play and feel a lot better.
</p>
]]></description><guid isPermaLink="false">358</guid><pubDate>Sun, 24 May 2020 14:57:00 +0000</pubDate></item><item><title><![CDATA[KotOR 1 & 2 : Expanded Galaxy Project]]></title><link>https://deadlystream.com/blogs/entry/309-kotor-1-2-expanded-galaxy-project/</link><description><![CDATA[
<p style="background-color:#292c31;color:#d9dce4;font-size:13px;text-align:center;">
	<strong><u>I AM REACHING OUT TO THE COMMUNITY</u></strong>
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;text-align:center;">
	<b><u>Concerns &amp; Worries</u></b>
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	I have been notified no matter what happens, once I release the first version of my mod, it will be the same as releasing the modders resource which means I will just be releasing them as one and the same. V 0_2_5 is ready and I will upload them when ready. Though for the moment in both games the areas can only be warped to.
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	I am not sure when I will be releasing it as I have thoughts about the future of both KotORs that may be compromised if anyone else goes crazy making content with the resources.
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	My worries are that loads of different people will make loads of different universes for both games, which though a great thing is conflicting for the overall experience of the game unless they are used in total modifications, therefore I believe my best plan of action is to set up a website for The Expanded Galaxy project which will focus around getting the entire community to contribute to the project enhancing and adding to the overall KotOR experience as well as if possible adding an online feature for both.
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	In order to prevent too many different universes popping up over the next few years that will rapidly change the KotOR 1 &amp; 2 games for the better or for the worse.
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	Thank you for reading and I really look forward to releasing after setting up a website, once I have a website I will reach out to the community with all of my ideas for both games as well as for people to help and get involved with every aspect of the mod.
</p>

<p style="background-color:rgb(41,44,49);color:rgb(217,220,228);font-size:13px;text-align:center;">
	<u><strong>ModDB Page<span> </span><span>: </span></strong></u><span> </span><span><a href="https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy" rel="external nofollow" style="background-color:transparent;color:#9a9a9a;">https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy</a></span>
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;text-align:center;">
	<span><u><strong>Videos<span> </span></strong></u><span><u><strong>: </strong></u></span></span><a href="https://www.youtube.com/watch?v=HhYlUImv8iE&amp;list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa" rel="external nofollow" style="background-color:transparent;color:#9a9a9a;">https://www.youtube.com/watch?v=HhYlUImv8iE&amp;amp;list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa</a>
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;text-align:center;">
	<u><strong>Star Wars Knights of the Old Republic II : The Sith Lords<span> </span><span>: </span></strong></u><u><strong><span>Expanded Galaxy Project</span></strong></u>
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	<span style="background-color:#292c31;color:#d9dce4;font-size:13px;">Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa as well as an overall questline during the game for each area as well as an expansion to both games,</span> currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games.
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;text-align:center;">
	<u><strong><span>Revans Eternal Empire - K2 Map Source for K1</span></strong></u> ( 900mb ) 2.13 uncompressed
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	This mod will add both a light side and dark side expansion for Revan, addingmore planets throughout the main storyline with short questlines, once finishing the game the player will have the ability to conquer the universe to the extent that prequels SWTOR.
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;text-align:center;">
	<u><strong><span>Exiles Expanded Galaxy - K1 Map Source for K2</span></strong></u> ( 700mb ) 2.02 uncompressed
</p>

<p style="background-color:#292c31;color:#d9dce4;font-size:13px;">
	This mod will add a continuation of the second game, with all the ability to travel to all the new planets during the focus of the main game with some missions as well as an overall end game addition which will add a new story focused around the Taris Restoration Project and the Exiles influence in founding it or informing the sith as well as a new galaxy crawl where the player will need to go to every planet once more and follow a trail of information to help or devastate Taris.
</p>
]]></description><guid isPermaLink="false">309</guid><pubDate>Tue, 08 Jan 2019 01:09:22 +0000</pubDate></item><item><title><![CDATA[TSL Expanded Galaxy & Revan's Eternal Empire]]></title><link>https://deadlystream.com/blogs/entry/308-tsl-expanded-galaxy-revans-eternal-empire/</link><description><![CDATA[
<p>
	<span style="background-color:#2d3035;color:#d9dce4;font-size:13px;text-align:left;">"As there's a hard limit for new placeables in KotOR1 with very few spaces left, has that affected your porting of TSL modules to KotOR1?</span>" - <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/72-sith-holocron/?do=hovercard" data-mentionid="72" href="https://deadlystream.com/profile/72-sith-holocron/" rel="">@Sith Holocron</a><br />
	Great question! Got me thinking ^^
</p>

<p>
	My thought was to just bypass the problem by completely porting the first game to the second game as a total conversion.
</p>

<p>
	Would also make sense as it would require users to port some files from the first game themselves ( exe, dlls, inis, music, sounds and movies ) and allow me to make an ultimate KotOR 2 install and Launcher that can start both games.
</p>

<p>
	My first thoughts were to include the dialog.tlk file in the second games and increase all references / entries to it for the first game but trying to include it separately and having it handled by the launcher might be a better option, it should drastically decrease the install size, remove the need for porting of the second games maps altogether and allow for easy module creation for both game using just one installation made of an original install of both games and a mod, should also allow for easy patching to update for other mods as the dialog.tlks will be kept separate.
</p>

<p>
	This shouldn't go against any issues raised as it would require both games from the user and manually copied files as well as the second game to begin with and would avoid conflict as well as save me the trouble of having to fix the Telos, Dxun and Dantooine Maps from the second game and instead creating copies of the modules as any guide would show you how to do.
</p>

<p>
	Thor110
</p>
]]></description><guid isPermaLink="false">308</guid><pubDate>Sun, 06 Jan 2019 07:29:09 +0000</pubDate></item></channel></rss>
