Leaderboard


Popular Content

Showing content with the highest reputation since 01/09/2021 in Posts

  1. 3 points
    To expand on what Thor said, here's specifically how to convert to a KOTOR II model. First, you'll need the s_female02 supermodel from K2. The files can be extracted with Kotor Tool, but they're tricky to find so I'll attach them to this comment. At this point, you can place the model and its texture into the override folder, but they won't work in-game. I assume that by replacing sentinel clothing, you mean replacing what default clothing looks like when equipped. KOTOR II uses commoner models for the PC's default clothing so you'll need to do some manual editing of appearance.2da. Kind of a lengthy explanation, but let me know if this works out for you. s_female02.zip
  2. 2 points
    Plot locals (i.e. 0 to 10) are in k_inc_utility in both games. The ones in other includes are AI (for the most part) related. 0-10 are the only ones you should be using for general purpose use. You'll potentially break things if you start using higher numbers.
  3. 2 points
    If you are going to get into scripting, you'll be spending lots of time rewriting stuff. Comes with the territory. If you are making something for you self, by all means hack it together however you want. If you are planning on releasing something publicly though then you should be willing to refine it to make sure you don't do anything that isn't strictly necessary. It will make your life easier in the long run anyway when you come to setting up a TSLPatcher config. TalkedTo isn't anything special or unique. It's just local boolean constant 10. They added an extra utility function for it, but under the hood it's still just Get/SetLocalBoolean. If you want to use the strings and the functions for them outside generic scripts, you'll need to set k_inc_utility as an include.
  4. 2 points
    Like most things in scripting there's more than one way to skin a fish. Local variables are stored inside each object, while global variables are stored in the save file. If you wanted to have something later in the game check to see if you ever read that datapad then you'd need a global. If it never comes up again then you could get away with using a local.
  5. 2 points
    Placeables need an extra step to make them talk. void main() { ActionStartConversation(GetFirstPC()); } Put that script in the placeable's OnUsed event and it will work.
  6. 1 point
    View File Todevuch's Sith Officer Fix K ****************************** KNIGHTS OF THE OLD REPUBLIC ****************************** Todevuch's Sith Officer Fix K 1 1.0 ****************************** Author: Todevuch (todevuch) ****************************** Description: This modification is a partial fix for certain Sith NPCs: 1) Twilek at Tarisian base. Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base. Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing. I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way; 2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there). I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!; 3) A Sith Captain at the Manaan Base. In this case, the captain had the wrong voice for Sith soldiers, which has been fixed; 4) As a dessert - the true vestments of Admiral Varco! Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship". The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case. This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings. Instruction: Just launch TSLPatcher and point to the correct path to your game. Compatibility with other modifications: The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification. Credits: LucasArts Entertainment: Original files. Distribution restrictions: The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author. The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated. Special Thanks: 1. @Darth_Sapiens for the KOTOR TOOL; 2. @TK102 for the K-GFF GFF Editor; 3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor; 4. @bead-v for the MDLedit; 5. @ndix UR for the tga2tpc; Recommended modifications for installation: JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426; Male Sith Archaeologist Restoration. Author: @N-DReW25; Diversified Jedi Captives on the Star Forge. Author: @DarthParametric. Video clips: №1: №2: №3: №4: Submitter todevuch Submitted 01/16/2021 Category Mods K1R Compatible Yes
  7. 1 point
    Uninstall it (either an included uninstaller or via the Control Panel). Their installer sets a registry key for the initial destination you choose, and future installations will reuse that without asking unless you run the uninstaller.
  8. 1 point
    Hi everyone I've been working on KLE and some mods, and I've come across an interesting discovery: I think that the infamous dialog skipping issue in TSL is due to an issue with the "Delay" field in entries in the DLG file. The Problem It's well known that TSL sometimes skips through dialogs - this problem is historically fixed by restarting the game. Some examples of people reporting this issue include: https://steamcommunity.com/app/208580/discussions/0/882966056936924094/ https://gamefaqs.gamespot.com/pc/920601-star-wars-knights-of-the-old-republic-ii-the-sith-lords/answers/21030-how-do-you-fix-the-dialogue-skipping (originally I thought this issue was related to the Steam version of TSL, but this report is from 11 years ago so clearly it was a problem in the base game too). Plenty of Reddit posts, but I don't want to embed them. To be more specific, here's my train of thought: 1) Dialog entries (which are things NPCs say; contrast this with replies, which are what the PC says) have a Delay field, as well as a VO_ResRef field. My understanding is that, if the delay is set to 0, the entry is supposed to be immediately skipped UNLESS there is also an entry in the VO_ResRef field (or perhaps an entry in the TLK instead corresponding to the sound of the text, I'm not sure on this point yet). 2) For lines which have text and audio, the Delay field is sometimes set to 0, and other times set to 4294967295 (which is 2^32 - 1, or the largest possible 32-bit unsigned integer, aka the longest possible delay). 3) When the Delay field is set to 0, I have found that the dialog skipping occurs. I have found that setting the Dialog field to 4294967295 instead causes the skipping to stop. This is difficult to verify, because the problem appears to happen at random. I've read speculation that this is due to a memory leak, but I'm not yet convinced of that - I think there is some unfortunate combination of events that cause TSL to no longer use the audio clip's length to determine the length of a dialog entry, but to use the Delay field instead. The fact that alt-tabbing can cause the issue leads me to believe this might be some sort of "race condition", where two checks are supposed to be performed (one to stop the dialog if the Delay time has elapsed, and another to stop the dialog if the Audio clip's time has elapsed). I conjecture that these checks need to occur in one order, but due to stuttering/other unintended effects from alt-tabbing, etc., sometimes they happen out of order. Again, this is pure conjecture (and if I'm completely wrong, which I might well be, that doesn't invalidate the findings above and below). The Solution The only way to fix this problem is to go through every DLG file in the game, and set all appropriate Delay=0 entries as Delay=4294967295 instead. It wouldn't be difficult to automate this process using xoreos-tools, Python, and an hour of scripting. However, the issue is setting all "appropriate" entries, as some dialog entries are likely intended to actually have a delay of 0. I am considering the following algorithm to solve this problem, but I'm not sure if it's foolproof: For every DLG file in the game: For every Entry in the DLG: 1) If the delay is non-zero, skip the entry 2) If the VO_ResRef field is not empty, or the text referenced in the .tlk file has no sound, skip the entry 3) If this point is reached, the entry has sound but has a Delay of 0 set. Set the Delay to 4294967295 instead. I'm curious to hear thoughts/suggestions/issues with what I have written. Thanks
  9. 1 point
    They also work on triggers as well. It's common practice to set a local on a trigger the first time it fires. Gives more flexibility than outright destroying it for cases where you might want to reuse it. All of K1's random loot placeables use locals in their heartbeat scripts to stop them respawning (although Obsidian added a new function for TSL to just remove the script altogether after firing, to cut down on overhead on the Xbox). K1 makes extensive use of module locals for various quest states via the module includes.
  10. 1 point
    Get TSLRCM 1.8.6 on Deadlystream: Or through the Steam workshop. Changes; * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk December 18 KOTOR2 will release on mobile devices. For TSLRCM 1.8.6 on mobile click here: Additionally M4-78EP 1.3 has been updated on Steam. There is no standalone version of this at this time, sorry. If you run into any issues you can post them here:
  11. 1 point
    You can set a local on a placeable or even the entire area. It's not limited to creatures.
  12. 1 point
    You can also just check if they have the datapad in their inventory Ah I doubt it / am not sure, I forgot you are working with a placeable, by the sounds of it you might be better off with a new global variable and making sure to continue using that variable more than once. ( depending on the extent of your use or need for the variable anyway )
  13. 1 point
    Yeah, I see the problem, the heads.2da isn't referencing the darkside textures. This should do it. heads.2da
  14. 1 point
    I'm not sure about the race condition theory, considering that the game isn't even, AFAIK, multi-threaded. I don't see how the checks could happen out of order. And how that would then persist for the next checks. Likewise, a memory leak also sounds implausible. Not that I have any better idea, mind. I'm pretty sure there's even a lot of legitimate entries that have delay 0 that should be skipped: ones with only developer commentary. TSL has commentary in basically all of its dialogue files, mostly talking about how the camera is moved, the mental state of a character, etc. I think that's meant for the animators and voice actors? The commentary is enclosed in curly brackets and the game filters those out. Likewise, there's entries that exist solely for camera movement. Can't say anything about your proposed changes, though. However, 0xFFFFFFFF is often used as a sentinel value of sorts, so it might be there's some other functional difference between delay 0 and delay 0xFFFFFFFF in the game. In either case, the solution should of course be properly tested. Maybe even cross-checked with a disassembly of the game, or even attaching a debugger like OllyDbg while the game is running (and/or even already in the buggy state). That is, however, time-consuming and complex.
  15. 1 point
    Correct, nss files do absolutely nothing by themselves. Generally modders will keep theirs around for reference (easier to read an nss than an ncs) and in-case they need to make changes and recompile the script. Some people also consider it polite to upload the nss alongside the rest of the mod so that other modders can learn from it/see what you did. But mechanically speaking, the game will work the same whether you delete them or not, the game is only reading the ncs files.
  16. 1 point
    Yes you can, but it's now called "Mouse Look" It's because the whole dialog.tlk is replaced I'd guess
  17. 1 point
    Oh goodness, that tutorial can definitely get cleaned up. 😅 But yeah DP hit the nail on the head. Just choose "Add String" and type your text.
  18. 1 point
    Thanks for the input, @Malkior and @Salk! @Salk, would you agree with @Malkior's assessment about the fps setting? Also how many frames would you recommend? Edit: For example, this is 104 frames.
  19. 1 point
    Hello! I really enjoyed your Animated Cantina Signs for K1, SH. I was glad to test this new version. In short, I like better the cycling in the new version, certainly due to the increased number of frames used. It does make the animation much smoother and natural. Said that, I like much more how the original signs looked, even chromatically. The speed seems to be fine in the newer version while I always felt it was a bit too fast in the original version. I guess that ideally, in my opinion, we should have more frames and slower speed for the original signs to make for the perfect improvement. Cheers!
  20. 1 point
  21. 1 point
    Well, there's nothing wrong with the script. You might be putting it in the wrong place, here's a basic example for reference. giveexp.ncs convo.dlg
  22. 1 point
    Yeah, it's fine, same script file for any placeable that just needs to start a conversation.
  23. 1 point
    Ah I didn't really think about that part as I thought it was either similar or not too dissimilar to figure out, my bad! But thankfully someone has got you the answer. Good to know they have been helpful, I hope to write more in the future so let me know if there are any topics I can cover.
  24. 1 point
    @TamerBill Yeahhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THNX!!!!!!!!!!!!!!
  25. 1 point
    @Thor110 First, thanks for the fast response!! Aside a small graphic MOD it's the first time I try with something like this. Attaching a .dlg file into a Placeable structure (with K-GFF) like is done with a NPC simply doesn' work. I mark the Placeable as "usable" (and in fact it becomes "usable" in game) but no dialog is launched. I don't know if I'm doing something wrong or if the system for make a conversation with a Placeable is another. The last days I've been searching and reading several tutorials here and there (and found a lot of fallen links), most of them useful, some of them useless or, some time, unable to reproduce for myself what was told. Sure I've overpassed something interesting but I don't find nothing related with what I'm questioning. That's the "why" of the post. I've been able to compile completely playable, "talkable" and "fightable" NPCs, but after the conversation/fight I want to launch one of the existing .bik (cutscene) and after that make the NPC dissappear fading out (without move). At this moment almost all I need to continue the work is based in scripts but I don't know make them. I'll take a careful look at your exemples. Thanks again Edit. BTW!!!! your 'KotOR Modding Tutorial Series' has been one of those very useful!!. And a lot of things that I hope can do in a close future.
  26. 1 point
    Check out the tutorials section there are some fairly detailed ones in there as well as some simpler ones. Yes you create a .dlg file, link it in the conversation field of the .utc file, dialogs basically are cutscenes, so .dlg files are used to structure cutscenes. below is an example of a script I use to start a conversation with the lead rodian of the next example who just left that level. below is an example of a script I use to have four rodians leave the area and dissapear when they get to the door. It has all four of them walk through a set of locations before they get to the door, then has the lead rodian open the door as well as destroys them making them dissapear. Hopefully that helps or gives you some examples to work with, but there are some decent tutorials available worth checking out. Note : everything here is scripted for K2, so there may be slight differences to apply before it will compile. Thor110
  27. 1 point
    Hey all, I’m new to the forums. Heard about this community from reddit. I’m an aspiring technical sound designer currently working on reels of various design applications. Seeing as the Kotor series is my favorite video game series of all time and is super mod-able, I thought it might be fun to do a more modern sounding redesign. I’m actually already working on redesigns for various cutscenes from Kotor 1. Is this feasible? Where should I look to start learning about this process? I’ve seen about the Lucas tutorials but not sure if they’ll be good for what I’m looking to do. Also, if anyone knows If Kotor is using middle-ware like FMOD or Wwise, I’d appreciate such knowledge. Mods, lmk if this isn’t the appropriate thread for this question and I’ll be happy to repost elsewhere. Thanks!
  28. 1 point
    It works for me if I make the files override the default clothing, so model + texture look fine technically. Could it be that you have another appearance.2da somewhere else?
  29. 1 point
    Looks good so far, but the timing is a little inconsistent. These small ones are nearly perfect but may be a bit fast. The middle pillar , however is significantly slower in comparison, to the point that I actually thought its texture was frozen. The top section is quite slow as well, but not to quite as much of a degree. My suggestion would be to synchronize the smaller one with the central pillar and top section better, or to at least speed up the top section and central pillar. I can't find a good FPS for the TXI file, since they all operate off of one TXI. (And it's set to 1FPS) Also I just read your tag. Why did you want to use 43 frames in particular? Sorry about that. I blame the lack of sleep. I tested it and it looks best at 14 Frames per second. Any faster and the transition to blue is too jarring. I also figure that the reason the lights are out of sync is because the smaller lights flicker.. (I did think it strange that the D Lights were somehow matching your animation.)
  30. 1 point
    I'm getting the same thing. Taking a second look I realized that I gave you the wrong supermodel, try converting to binary with this one instead. I doubt this will fix the texture, but I don't see anything else wrong with the model. I'll keep looking. s_female03.zip
  31. 1 point
    If you click on "Header" under the model hierarchy, it lists the supermodel.
  32. 1 point
    I was having this issue as well. It turns out that, while with K1 you can put things in the "files" folder directly, and with K2 you can do this for many mods, if you plan to use a dialog.tlk file in the K2 port, you have to instead use a "dlc/mods_english" subfolder. (The "Mobile TSLRCM" release is set up this way, which is what made me decide to check if that layout worked.)
  33. 1 point
    So wait,..these are new blade models?? Or textures? Or,...wait what is this?!? Man, I've been working on blade textures for 2 weeks since I was able to get Photoshop CS6. Cause let's face it, my saber blades sucked. Been diligently reducing opacity in the glows and reducing the sizes to try to get it down to barely anything. Like how I'm picturing The Mandalorian's Ahsoka blades to look like. -All beam and little glow.
  34. 1 point
  35. 1 point
    View File HD PFHA05 Re-texture of PFHA05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: HD PFHA05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 12/12/2020 Category Skins K1R Compatible No  
  36. 1 point
    Hi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
  37. 1 point
    View File PFHA01 HD Re-texture of PFHA01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHA01 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 06/23/2020 Category Skins K1R Compatible No  
  38. 1 point
    View File PFHC05 HD Re-texture of PFHC05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHC05 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 06/22/2020 Category Skins K1R Compatible No  
  39. 1 point
    Thanks JCarter it worked. Now, can you fix the rest of my life.....😁
  40. 1 point
    If you can figure out which Override folder is the right one, install the attached file to it. k_pkor_las36!plt.ncs
  41. 1 point
    02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPT] - Starting Conditional 16 - [TUTORIAL] - Companion Vendor I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8
  42. 1 point
    Honestly amazing, clones were well done. The Force seemed well portrayed, and even Darth Sidious came across authentic, instead of a cheap knock off. Can't wait to see more!
  43. 1 point
    FYI, I've already ported every module from K1 to K2 and plan to release them as a mod resource. I'm just waiting on an update to MDLEdit to make that possible, due to issues that I've outlined here. I don't mean to discourage anyone else from having a go at it, but if you do you're likely to run into the same problems and you'll be repeating a lot of boring work I've already done. Your ZIP is missing all the textures, including all the lightmaps. I've outlined how to port textures here, though I didn't cover lightmaps there because they don't have the file name conflicts that post was concerned about. If you want to get all those, you'll have to extract everything from the various lightmap BIF archives in the same manner. That should be enough for your personal use, but for release you'd have to hunt down every texture used in the area and include them. You'll have to be more specific about what's not working. The models are probably in K2 already. Most K1 doors still are, from what I've seen. However, ones that aren't use may have had their lines in genericdoors.2da overwritten. To restore them you'll need to add new entries with the correct information and edit the UTD files to have their appearances point to the new entries.
  44. 0 points
    By default, mapnotes (like pretty much every other string in a GFF) use a StrRef - i.e. a line from dialog.tlk. If you want to use a local string, in KGFF right click on the Mapnote node in the GIT and choose Add String. That will add a local string child node that will let you type in your description. Make sure the StrRef field in the parent node is set to -1.
  45. 0 points
    Thanks, after some texperiments with the Appearence file, it finally works. 😃
  46. 0 points
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  47. 0 points
    Hi everyone I know a few of you have been asking about the status of the KotOR Level Editor (KLE) project. I'm happy to announce that it's finally ready for a (very early alpha) release. I've made the KotOR Level Editor GitHub page public - please remember it's in early alpha. That said, hope some of you find it useful Find the repo at https://github.com/lachjames/NorthernLights/ My goal is to post this to DeadlyStream in the near future, but for now you'll need to download and install it via GitHub. If you'd like to try it out, please follow the instructions on the linked GitHub page's README. Feel free to DM me, reply to this post, add an issue, etc. if you have issues. For those who are new to KLE, you can find an introductory video listing the features of KLE on YouTube (included below). There is also a (work in progress) KLE guide, as well as a general KotOR/TSL modding guide, at https://github.com/lachjames/KotOR-Modding-Guide Thanks everyone for your help - hopefully this is just a taste of what is to come regarding both KLE and the Northern Lights project in general - with the amount of support I've received so far from you all, there is no doubt in my mind that this is the case.
  48. 0 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23