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.tga and .tpc formats.
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W1ter started following [WIP] KOTOR II: Force Bond - Campaign Co-op | Closed Playtest
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Hi everyone! We’re Syndicate Corp., the team developing Force Bond, an unofficial campaign co-op mod for Knights of the Old Republic II — The Sith Lords. The project started as a mod for the original game executable. As we moved beyond getting two players into the same room, keeping combat, doors, and scripted scenes consistent across separate games became increasingly difficult. We moved development to OdysseyMP, where the host can run the shared world and guests can see the results of the same events. The current build has Steam invites, in-game text chat, proximity voice, and two campaign modes: Story supports up to three players with a shared inventory. Story+ supports up to eight players, each with their own character and inventory. Closed playtest applications are open. You’ll need a Windows PC, a Steam copy of KOTOR II, and at least one friend to test with. Each participant fills out their own application on Discord and tags the people they plan to play with. The mod will be free at public release, and there’s no confirmed release date yet. We’ll use this thread to share development updates. If there’s a particular quest, cutscene, or area transition you think we should test in co-op, let us know here. Specific examples will help us decide what to cover next. Watch Devlog #2 · Website and roadmap · Apply on Discord
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W1ter joined the community
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Winter joined the community
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Thanks. I've managed to get the hands to fit to the TOR model, might be a bit small but I won't know for sure until I run it in-game and see if there are any other problems then fine-tune it from there. If the TOR textures I got were extracted as PNG, do I convert them to TPA/TPB/TPC?
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Schger joined the community
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Lonewolf40k joined the community
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kjk-engine: Co-op KOTOR with Jedi knight movement/combat
Talyn82 replied to reclaimterrain's topic in Work In Progress
Alright played all the way up to Taris and did some quests there and all of the problems I had with Trask triggering conversations were non-existent on Taris. Everything is running buttery smooth so far. It's been a long time since I played Jedi Academy so I have to get used to the combat again. Also do you go by the name of Alex on Youtube? Cause I am using the mods he recommended and they work flawlessly with your mod. Do you have any recommendations as for what mods to use for TSL? -
MessiahOfFire joined the community
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kjk-engine: Co-op KOTOR with Jedi knight movement/combat
Talyn82 replied to reclaimterrain's topic in Work In Progress
Hey just heard about this today and tried the alpha earlier and although still buggy I love the premise. I tried KOTOR one I finished the Endar Spire but there were a few problems with Trask and him triggering the conversations also his combat AI was off but like you said it's still in alpha stage. Wish I could help but I know nothing of programming but I look forward to the finish product and eventually play KOTOR 2 which is my favorite. -
Hello and thank you, this is truly an amazing mod and now I'm happy to kick back and relax with a controller in my hand, awesome job! Btw is there any chance importing the Xbox achievements to the Steam version? I know nobody would see that in our Steam profile but it would still be cool to have an achievement built in if that's possible? Otherwise no biggie, thank you for this amazing mod!
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MangoRushZ joined the community
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Francois1997 joined the community
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That's actually a cool idea! It's amazing how much you can do with an old game engine. It would be interesting to see something similar in GTA too! Curious to see what MitchCactus has planned for its upcoming GTA services.
- Yesterday
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Mezma joined the community
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Patsboy101 joined the community
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Hi there, I found darth dac's warper band at filefront but cannot use it what so ever, is there a fix for it? I'm a big fan of the one for k2 and would like to have the same for k1. For reference I installed the warp band last over all my mods so I could get max compatibility. The issue is while I can add the band to my armband, it does not appear in the usable items list. Thanks
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Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
I will take a look at these and see if I can’t do something with those ideas. I actually didn’t know about them. Just for clarification, the M4-78 translation: are you just talking about the files here like the talk table and global.jrl which still reference it (because this mod requires M4-78 as a prerequisite) or are you going beyond that? Make sure you are you only translating files in this download. Sorry for being confused about it. I just want to make sure we are on the same page here. edit: the holocron talk table entries seem to be referring to the infamous cut side activity with the disciple. This was actually the inspiration for me putting a few holocrons around some of the planets to help train companions (although I still haven’t gotten around to letting disciple use them yet oddly enough lol). I do plan on implementing more holocrons in the future though. I am unfamiliar with the M4-78 dialogue file referencing the Chancellor and Coruscant, but, as you said, I have Coruscant and the Chancellor in this mod already so that might be worth looking at as well. Do you have more information about this line? -
Heyorange's Sith Uniform Reformation [Revised]
Sith Holocron commented on Sith Holocron's file in Skins
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Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
Thanks for the help with the animation, I give it a shot as soon as I can. If it works I'll come back with the confirmation for future modders with the same problem. As for Holocron - adding instances in Designer, saving and editing files like .dlg, .are. ifo .utc and saving through it caused my module to eventually crash on exit, whether I load another module from a save or leave through transition. It crashes on loading new module always about 10% of the progress bar done. When I launch the game I can change modules as much as I want but visiting my cloned module just once causes the next module - no matter what it is - to crash during loading screen. If I enter my module then exit to main menu I can enter any module once again. I suspect Holocron because the problem started to occur after adding placeables, creatures and waypoints. -
For the Kotor games it is very difficult, if not impossible, to uninstall mods. You are to uninstall Kotor, reinstall Kotor, copy the swkotor folder into a folder called "Backups" on your Desktop, and reinstall the mods you wish to use without this mod. By having the swkotor folder as a separate backup on your desktop should you ruin your install again you can simply revert back to the vanilla backup and start over without having to reinstall the game again. It's annoying, it sucks, but it's what has to be done.
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Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
I use KGFF for actual GIT (or other GFF) editing aside from DLGs for which I use DLGEditor (mostly), but Holocron Toolset's layout editor (if you open a module and double click on a GIT) is a very useful visualisation aid. It can be handy for quickly repositioning things and grabbing their co-ords, or editing trigger boundaries and getting the offsets, but I don't use it to actually save files because historically it had problems with adding spurious data. For cutscenes, I do framing/camera positioning and NPC/location placement in Max, and in the past I did all my GIT co-ord determination there as well, alongside a few helper scripts I have made over the years. I should probably talk to someone about adding equivalents of those to KBlender. Scripting I do in Notepad++ in conjunction with the NWScript language definitions. Vriff has created a new "Neo" line of tools though, so possibly I will work some of them into my workflow when I eventually get back into modding KOTOR. -
Echoes of the Republic - an unofficial expansion
plampa commented on vault13deathclaw's file in Mods
Yes, that one!! Exactly. Sorry, my English is terrible. If you don't mind, since you know more than me. Besides, this mod is still under development. Perhaps you'd be interested in some of these ideas (with all due respect). You could look in the dialog.tlk file; if you search, there are references to many cut missions, for example, the one about the lost holocron of the padawan on Dantooine. If I'm not mistaken, it starts from SRF:119410 to 119665, maybe more. Also, why not, since I saw that Coruscant is included? And this is an M4-78 .dlg file: "I'll talk to the chancellor about it, if I ever go to Coruscant again." Perhaps, since something similar is mentioned. And if you want more, you can tell me and we'll see. But you already have enough work to do to keep perfecting it, and that's no small feat. Thanks for that. PS: The translation is going great. I'm currently working on M478, which means half the planet is already translated, plus the previous work. Well, greetings. -
Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
And what about GIT editing, as in placing utp, utc, utw files on the map? You use KBlender for this too or just edit object instances via GFF editor and manually enter the coordinates, rotation etc.? Genuine question. I use Holocron for about a month now - as I gradually get to know the basics of Kotor modding - specifically because of this instant visual feedback while placing objects, changing them and so on. I already see it's lacking in many areas and causes crashes and I'd like to learn the proper workflow and start to root out the Holocron Completely and stop relying on it. (sorry for the offtop) -
Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
No. Like I said, all keyframed objects are required to be under the A node in a room model. Never used it, and would never use it. I do any model adjustments in KMax or KBlender as appropriate. -
Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
@DarthParametric Thanks for the quick reply. I made mistake in the topic the function i used in onEnter script was PlayRoomAnimation("106per01", ANIMATION_ROOM_SCRIPTLOOP01); Does this "a" suffix is just a cosmetic, arbitrary convention thing or is it actually a flag that the game engine specifically looks for to play the animation? Do you maybe have a thought on this ohter issue of Holocron Designer displaying removed mesh of the Ebon Hawk and not displaying added models like the Harbinger and the shuttle? Is it cache related issue or does my room somehowe connects to the vanilla 106PER module and confuses the assets? -
Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
Your arguments are wrong. The function is void PlayRoomAnimation(string sRoom, int nAnimation); So, for example, in my K1 Taris Upper City Cantina mod where I have monitors change their screen display based on your progression through the fight ladder, I have commands like PlayRoomAnimation("m02ae_03a", nDPAnim); Where m02ae_03a is the specific room model (the one with the Hutt) and nDPAnim is an int that is determined by GetGlobalNumber / GetGlobalBoolean lookups. The model has scriptloop01 through to 10. Additionally, all keyframed objects must be children of the "A" node. That is, the dummy with the room name with "a" appended to the end. You can see an example in your MDLEdit pic on the right: -
I modified one of the rooms in my custom module ph1 i cloned from 106per. I extracted the harbinger model from another modules room mdl grabbed it's textures and placed it outside the peragus hangar. I removed ebon hawk from the hangar patched up the walkmesh and fixed the lightmaps. Cleared the minimap of ebon hawk silhouette. I also added a shuttle from telos module and animated it in blender with kotor addon. The animation doesnt play in game but when i open the rooms mdl file in mdleditor it shows the animation. I tried variety of names for Kotor Animation input in blender: animloop01, scriptloop01, default etc. The shuttle correctly spawns on the first keyframe but it refuses to move. I also copied different shuttle with it's already existing vanilla animations and it to refused to move even though it did in original module. I tried forcing the animation with onEnter script: PlayRoomAnimation("scriptloop01", 1); and variations with animation constant SCRIPTLOOP01 (even though it's just an int that equals "1") I inserted all keyframes on the dummy node conatining shuttle meshes. The node is a child directly to a 106PER01 node (The module is cloned with Holocron so the rooms prefixes stayed vanilla instead of "ph1". The shuttle refuses to move no matter what I do. Also I don't know if this is related to this issue but Holocron Module Designer still shows the Ebon Hawk even though it is removed from the mdl completely and doesn't appear in the game.
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My main issue is that there's no way to grant powers in KOTOR 1, so there's not really a natural way to do that. I did play with a version where the force power script updates its effects depending on her level, but got annoyed writing the very long power description and didn't like that it made the mod feel less vanilla. But maybe I will release it as an optional install.