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  3. @N-DReW25 I couldn't bring myself to bother you without at least attempting to implement the HoloPatcher myself first. I believe I've implemented this properly now. Would you be willing to take a look and see if everything is set up correctly now?
  4. Thank you so much for telling me this, I didn't notice. I'll try my hand at HoloPatcher now, but it's a notorious problem for me. If I wouldn't be able to update it today, I will request your help.
  5. @AxConsortium The mod as it is setup in version 1.0.0 will break your game, the game is unplayable with this mod installed due to a critical installation oversight. The Twin Sun dialogue in the Cantina module 306NAR is named attwarn.dlg. A dialogue named this is also present in the Refugee Landing Pad module 301NAR. attwarn.dlg in 301NAR is the dialogue where Atton warns you about the Jekk'Jekk Tarr and gives you the antidote kits, and since this mod has you install 306NAR's attwarn.dlg in the Override folder thatmeans 301NAR's attwarn.dlg is going to be replaced in-game too. A TSLPatcher/HoloPatcher setup will fix this, if you do not know how to set this up let me know and I'll do it for you.
  6. Selby77

    New Underwear

    This would be awesome if i had any way to install it. Im new to modding and really only know how to drag stuff into my overide file but this has some complicated installer
  7. Impractical to the point of never eventuating. Especially solo. If you are that keen, there are already a bunch of engine implementation projects you could get involved with. Check out the OpenKotor Discord and talk to the folks there - https://openkotor.com/#projects
  8. Yesterday
  9. A question for those of you with more deep modding experience regarding the Kotor/Aurora engine: I have a decent familiarity with the Godot engine, and a bit of it's source code as wall. Does anyone have an idea of the possibilities & logistics of making a fork of Godot for KOTOR modding? Since it already has a level editor, property editor, & scripting built in. This is largely inspired by seeing the work @Lane has done with the GOG reverse engineering. I imagine this would require creating some kind of reimplementation of KOTOR to run in Godot, similar to something like Daggerfall Unity. How might that compare to projects like `reone`? I'd like to do something like this myself, but I have no experience on reverse engineer the code or data for KOTOR in order to get it into a format that Godot source could parse or add to.
  10. So it's kinda a mix. It depends what about the combat messages you want to modify. You are correct in that these messages mostly get built from custom tokens. For example see TLK # 1403 in kotor 1: > <CUSTOM0> damages <CUSTOM1> for <CUSTOM2> damage This gets conditionally combined and adjusted using other TLK entries. Like TLK 1440-1448 in kotor 1 has most the damage types. I guess the question is, what particular message are you looking to adjust and how?
  11. I was curious if anyone has thought of a mod to change the swords and vibroblades in the games from being single-edged swords into double-edged longswords/broadswords? I was never a fan of every sword in the game being basically a katana lol
  12. Cr00ker

    K1 Alien Pack

    I can live with that. I can’t imagine every Duros is pretty 😂
  13. Last week
  14. Just like to confirm that this works fine on an OG Xbox with 128mb RAM... up until you reach Telos. After the hyperdrive jump from the Peragus Mining Facility, the frame-rate drops to like 10 frames per second, and the audio becomes choppy. Making the game unplayable, I had to revert to Toto's 480p, non-widescreen version in order to make the gameplay function properly. Is there any way we could possibly enable a true 16:9 widescreen option for KOTOR 2 on Xbox, without 720p?
  15. Wait, the Solace crystal? No, that's not it. It requires the duelist's crystal from the kinrath cave on Dantooine. Not the one from in the Enclave.
  16. You're most likely right, there were a few of them not set to DEFAULT... I could probably deduce the culprit by opening their modded 2da, but I'm just glad it's fixed! Might explained the shinyness on Carth as well as the retexture mods I had found disappointing at first... Anyway, thank you again!
  17. Seems like your 2DA was borked by a mod that was poorly implemented. The vast majority of rows should be DEFAULT by, well, default. Mostly it's only the droid rows that use CM_Baremetal, aside from a few extras like Mandos, swoop gang members, etc.
  18. That fixed the issue, thank you so much! Now I'm wondering, because most of the other party members also have CM_Baremetal as a parameter for this one. Should they be set to default as well?
  19. You should set it to DEFAULT or ****, not CM_Baremetal.
  20. Hello everyone, I come to you with a never-before-seen (at least by me) issue with Zaalbar : Sorry for the rough quality of the screenshot, I had to video capture and take a screenshot from the video. I also can't get closer to Zaalbar because then it triggers the cutscene where they leave. Anyway, as you can see, his fur is acting up, as if the alpha of the fur wasn't acknowledged properly. Of course I have several mods and UNIws for fullscreen, but so far I tried : - Removing all the modded textures from Override - Tested multiple different mods for Zaalbar texture : Zaalbar HD, Fens Zaalbar, Ultimate Character Overhaul - Editing appearances.2da to make sure Zaalbar had the CM_Baremetal envmap - Disabling each graphic option : soft shadows, AA, anisotropy, frame buffer effect (which are disabled by default of course), even grass. The issue lies only with Zaalbar AFAIK, I tested quickly to reach Kashyyyk and there wasn't any issue with the Wookie slave at Czerka. Granted I've not pushed on to the wookie village to check the NPCs there. Of note, I have the openGL dll and ini with Clamp = 1 to fix the seam issue on some NPCs faces like Carth. There are other lines in the opengl32.ini that I left at default values : // Forces alpha to coverage instead of alpha test ForceAlphaToCoverage = 0 // 0 = Don't force any FSAA mode, any other number indicates number of samples, for instance 2, 4 or 6. ForceMSAAMode = 0 // For a specific pixel format ForcePixelFormat = 0 // Fix for flaw in OpenGL renderer in original UT ForceAlphaFromTex0 = 0 RemoveMipMaps = 0 ForceMipMapping = 0 ColorMipMaps = 0 ForceTrilinear = 0 // Forces GL_CLAMP to GL_CLAMP_TO_EDGE. May fix black borders around textures. FixClamp = 1 // Global scale and bias on texture alpha. Does not affect compressed textures at this point. // Could in some cases be used to fix translucency problems with alpha to coverage. // Alpha is 0..1, so a moderate contrast increase could be had for instance with AlphaScale = 2.0 and AlphaBias = -0.5. AlphaScale = 1.0 AlphaBias = 0.0 Any help would be greatly appreciated! Thank you very much
  21. Most of the combat stuff is probably hardcoded to some degree. It could be possible to edit that via the exe hacking project. Perhaps @Lane could offer some insight as to the practicality. Aside from that, you can pipe messages to the feedback window via script. If you wanted to add additional information, that might be one route, editing the AI scripts.
  22. Hey everyone, I’ve been playing around with the combat log and trying to improve some of the messages it shows during fights. Editing the StrRefs in dialog.tlk works fine for the basic templates, like the ones that use <CUSTOM0>, <CUSTOM1>, <CUSTOM2> and so on. But it looks like not all combat log lines come from the TLK. Some parts seem to be assembled somewhere else, and I can’t figure out where the overall structure or ordering of the messages is defined. So I wanted to ask: Is there any other file that controls how combat log entries are formatted? Or is most of it hardcoded and only partially exposed through dialog.tlk?? I’m still pretty new to this side of modding, so any pointers or experience would be greatly appreciated. Thanks!
  23. Yes, I've gotten all parts according to the quest log. The lens, emitter, and Solace crystal. It says all that is left is to construct it at a workbench, but there is no option to do so
  24. I found how to fix one container that was causing a crash - "WARNING: 11/29/22 - It appears that the "big" font size category is causing crashes for people attempting to open certain lockboxes in the Taris Undercity." Go to \LargerTextFontsK1\FONTS\Dialogue_Description_Big\ and open with text editor file fnt_d16x16b.txi , change line 0.028385 0.750000 0 -> 0.026786 0.750000 0 I haven't tested anything beyond this container in one of the apartments. If you experience further crashes, try replacing a few more lines: 0.780990 0.750000 0 -> 0.776786 0.750000 0 0.968490 0.750000 0 -> 0.967262 0.750000 0
  25. You could edit your appearance.2da file to change the texi entries to their original values (PFBI or PMBI) assuming no other mods have changed that. There are many tools that can do this, such as 2DA Editor, KOTOR Tool, and Holocron Toolset. TSLPatcher doesn't really provide a safe way of uninstalling a mod after other mods have been installed, unfortunately.
  26. It doesn't modify Bao-Dur's actual .dlg file, but it does modify the file he uses to point out merc caches on Telos' surface. There's a bug where if you find more than one cache, his dialogue to get the armor repeats, resulting in you ending up with two. Great if you want two armors, but if you plan to use this mod I recommend removing "231bdur.dlg" from your override (check to make sure it wasn't there and used by another mod before), and just use Kotor Tool or Holocron Toolset to place the armor in his character file's inventory (p_baodur.utc). I used to use this mod more myself, but it's too low res for me since I used a lot of HQ texture mods.
  27. Sure, that's reasonable. Just uploaded the dual shards version as you requested.
  28. What about this ( https://www.nexusmods.com/kotor2/mods/20 ) classic armor mod for Bao? I honestly prefer the "Charged Armor" more tbh~ X3
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