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  1. 4 points
    I just checked footstepsounds.2da, and 0 is listed as "Soft", whereas 2 is listed as "Droid". So, hopefully this confirms what Jc2 is saying; just change the "footstepsound" column of the N_mandalorian section from a "2" to "0" in Appearance.2da with the Kotortool, and that should fix it. (Unsure about the "Soundapptype", as that's a bit outside of my personal knowledge base) One thing I'd like to note is that the Kotortool has an idiosyncrasy where it won't save your changes to a column unless you click onto another one before saving. It's a bit complicated, but I'd be willing to help if need be.
  2. 3 points
    I'm guessing its an appearance.2da edit, as both N_mandalorian02 and 03 both have footsteptype as 2 and soundapptype as 6 which is identical to the HK-47 foosteptype as 2 and soundapptype as 6. Perhaps change those two numbers to either what the PC normally has which if you check the P_mal_XXX anything you'll notice its listed as 0 and 0, or change it to any human NPC numbers. Since I haven't made this edit myself ever, I'm not 100% sure about it.
  3. 3 points
    Obi-Wan's hilt from ANH. The true prototype hardware saber, cobbled together from random assorted crap. The balance pipe from a Rolls Royce jet engine for the emitter, a WWI rifle grenade for the upper body, a Graflex flashgun clamp with Texas Instruments calculator bubbles and a booster from a Browning machine gun for the middle/lower, plus an Armitage Shanks sink tap/faucet knob for the pommel. It's truly remarkable how well the individual pieces fit together given their diverse origins. K1 - https://www.darthparametric.com/files/kotor/k1/[K1]_Obi-Wan's_ANH_Lightsaber.7z TSL - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Obi-Wan's_ANH_Lightsaber.7z
  4. 3 points
    @La Ingobernable It worked! Thanks! The fruits of my labor
  5. 3 points
    @jc2 OH JESUS OH GOD @La Ingobernable I'm afraid I'm stuck on how to save my changes to appearance.2da. I can save it as a new appearance.2da file, but I can't seem to overwrite the existing one.
  6. 2 points
    That recent animated aging avatar by Sith Holocron made me think about the external signs of the age of the Jedi Masters in TSL. The Council holorecord was from 10 years prior the game, but the members of the Council did not visually change (do they use the same models?). And obviously they could not be too young to begin with. Especially Vrook, he was same old man in the TSL (3951 BBY), in K1 (3956 BBY), in the holorecord (around 3960 BBY), in the comics "KOTOR" set shortly before the Mandalorian Wars (3964 BBY). He was even in the Council in the comics about Duron Qel-Droma (3993 BBY) and looked like he was already over 40 (this might just be an oversight, but funny in the context of this post). In less than 10 years, Malak received tattoos, unique armor, skin changes due to the influence of DS, lost his jaw, replaced it with a metal plate, as a result received a new voice and, in the end, was killed. Revan shaved / grew facial hair all the time. But the members of the High Council didn't even change their hairstyles (let's assume that Atris had closet full of same white librarian' s robes). This may be a reasonable idea for a mod or, perhaps, some kind of expansion to Full Jedi Council mod to visually reflect passing years on masters, for example, to make Atris and Lonna Vash younger in Holorecord and to age Vrook in the present time. Kavar and Zes-Kai Ell can be changed in any direction, I'm not sure about them (they appeared only in the background of one comic book). What do you think about this subject? And is anyone willing to create such a mod if it fits the lore?
  7. 2 points
    Hello! I'd like to ask your opinion about this item's restriction. Currently it's restricted to Light Side but not to Jedi. The description speaks specifically of being an item created to celebrate Guun Han Saresh's acceptance into the Order. Do you think it would make more sense if only light sided Jedi could wear it? Thanks.
  8. 2 points
    I think that's a great idea for consistency's sake. I mean, it does make sense after all. Perhaps adding Jedi Defense to Feat Required field on the item's template/UTI would be the best approach for that.
  9. 2 points
    That part is relatively straightforward to do in principle at least, since Max can make use of lightmaps via a DirectX shader: The real problem would be the impracticality of setting it up for every single level, since that would involve hundreds of materials. The only way it would work is if bead-v (or someone else) could alter KMax to add a mode where it automatically loads materials up with that shader rather than just using the default material settings. But overall, while an interesting thought exercise, as Kex alludes to it isn't a particularly practical endeavour.
  10. 2 points
    Honestly, I think it would be much easier to load the modules in Max and then render from there with an orthographic camera. Granted, you don't get the exact ingame lighting so that would have to be set up to look good but you get around the facing issue where not everything is rendered ingame depending on where your character looks. And stitching perspective renders taken from different places is a real pain as nothing matches up. The biggest issue with either of these methods is something else though. The modules in both games were stripped of all geometry that cannot be seen during normal gameplay or in other words: They're not meant to be seen from above and you'd get gaps and missing roofs and whatnot everywhere. I assume that the original maps were rendered before the unnecessary geometry was cut or something like that, but for a good looking map that would have to be restored at least in parts. Either way, I like the idea even though I don't know how feasible it actually is.
  11. 2 points
    Well as I was searching through the skinning tutorials and there seemed to be none on how to make a good looking texture with gimp, there was a lot on photoshop but not gimp so I decided to share my knowledge of it with the community. __________ Basics Basics part 1: Selecting an area To make good skins you would need to select a precise area to make it look nice. To do this you click on the drop down menu at the bottom. Usually this has 100% in it as a default. Set this to anything you wish. you should be able to distinctly see the area you wish to select now. Now to select the area you click on this icon and then click on each "bend point" on the area you want. A bend point is wherever the texture bends away from a straight line. Basics part 2: Re-coloring To change the color of a Jedi Robe some beginners use the paintbrush tool. In some cases this might work, but not if you want to make the robes look natural. For a natural look you first select the area you want to change by using the free select tool, if you want to modify the whole texture's color at once you go into "Edit" and then "Select all". Next you go into the "Colors" tab at the top of the page and click on desaturate. Note only do the desaturate step if you want to compleatly change the color, if you don't and you just want a hint of the color in the already existing texture you skip that step. To change the color you go into the "colors" tab again and click on "Color Balance". A menu like this should open. In that menu you drag the bars around till you get the shade you want. This part should be pretty self explanatory as the bars are clearly labeled. If green was your desire, your outcome should be something like this: If you want a more direct color you go into the "color" tab again and go to colorize. This can give you a quick and effective color but might not retain as much detail. Basics part 3- Repair When you select an area and re-color it sometimes you see a tiny bit you wanted that color. To fix this you use the blur function adjust the size to around .15 then zoom in to 800% and take the re-colored pixal section and hold down the blur and "push them" on top of the other area. Advanced This section is for people who know the basic functions of gimp and successfully make a descent re-skin Advanced Part 1- Overlay Overlay is basically changing the way the new layers interact with each other when you paste in another texture. In the "layers, channels, paths" toolbar: There is a dropdown menu here: in there there will be a bunch of options you select and they make the picture somewhat transparent and molds it to the texture. Click on them all till you get the look you want. Note you must have pasted a new layer into it and NOT merged it down. Advanced Part 2- Enhance filter Up in the "filters" toolbar menu there is a section called enhance go into it and select sharpen. Drag the bar in the menu till you get a good look, it really adds to the overall appearance. I will add some more tips when I find them but here they are for now. Enjoy~
  12. 2 points
    Hello everyone! Over the last little bit we've been requesting permission from all of the authors whose content is in the K1CP to host binaries on GitHub. Well, we've finally got permission from the last few people, so be on the lookout soon for releases to be downloadable from https://github.com/KOTORCommunityPatches/K1_Community_Patch We'll continue to also keep the release here on DeadlyStream up-to-date, but now you'll be able to get alpha and beta builds from GitHub to help us test, or to get your hands on the latest fixes. Enjoy!
  13. 1 point
    Would it be possible to get the map to a close up resolution
  14. 1 point
    I wish you waited a few moments to let me respond. I just got home. However, @Effix is right about this. Mod updated. Update: Just so everyone knows, I was kidding @Effixabout this. However, I think the joke went over everyone's head so I've decided to let everyone know. It was odd (and funny) to see his post above pop up as I was literally looking at the files. If I didn't have to wait an extra 10 minutes for someone to come into work, I would've had the answer for @CratosGoblinready and posted. If you'd like to confirm everything now correctly works @CratosGoblin, please let us know. I'm now rethinking whether I should've made the Jedi Library Archive be red for a fully dark sided Disciple (d2 tier) rather than de-saturating the background. If I went with that instead, what should I do with the mid evil tier (d1)? This thing I've linked to below BTW is not representative of a Red Jedi Library as it's 85 frames. https://imgur.com/6MvYpI0
  15. 1 point
    How you kill an NPC depends on what the scene dictates. If there is a direct attack, either melee or ranged, then you can typically just have them engage in actual combat with the aid of some assured hits. If you want a display of Force powers, then you'll probably want to go the EffectDeath route prefaced with one or more uses of ActionCastFakeSpellAtObject, assuming you want someone to be shown actually using the power. In the Kreia case she's just doing the "too cool to look at the explosion" routine, so the mooks presumably just play the choking or whatever animation.
  16. 1 point
  17. 1 point
    This topic actually came up on the Discord server yesterday. I argued that, much like dark side players look like cancer, Jedi preserve their health and youth better, which would be why the K1 player looks like they're in their twenties. This also let's you imagine Revan's and Malak's age before and during the war as you see fit. Do with that as you will. It would be more fitting to give Carth his unused aged head texture for K2, come to think of it.
  18. 1 point
    I like the idea, for what it's worth. I'd say the new requirement should be implemented to every instance where it makes sense. So besides the circlet, there's Tulak's mask, as you said, but also Ragnos' gauntlets. Qel-Droma's robes you can't equip without the Jedi Defense feat anyway. It doesn't make sense to have a special restriction for the robes but not for any of these items. They should've either removed the Jedi restriction thing or applied it to everything pertinent. To be honest, Sith artifacts requiring a Force user sounds way more fitting than restricting non Force sensitives from wearing plain robes. EDIT: Ajunta's blade is another possibility, though more crippling gameplay wise.
  19. 1 point
    Thank you! This is but a taste of the Dark Side 😈 At lot was different from the final version, I'll give one example: There's a lot of 'one liners' which suggests something totally radical. In vanilla the Handmaiden/s all run into the Enclave and Kreia says "It is done - he is no more." and "Take me to Atris. She will have the strength to do what the Council cannot." Whereas there is a line which suggests that Visas would run into the Enclave instead and Kreia says "It is done - he is no more." and "Take me to your lord. He will have the strength to do what the Council cannot. " This kinda suggests that Kreia would've gone directly to Darth Nihilus instead of Atris after the Enclave, maybe Kreia got eaten by Nihilus and Atris became Darth Traya like in the cut content or maybe Kreia was allowed to go with the party to the Dxun tomb becauses she has unheard lines for the tomb and because she goes to the tomb she never revives Tobin so she herself needs to go to Nihilus and tell him herself about the Telos Academy. Because we only have that one line, we'll never know. I wouldn't say additional content, there is a few bits and bobs for Onderon but their just single lines not really adding much to the overall plot. I can assure you though you'll get a chance to hear these lines in future Mini Mod updates. Here are some quotes from the game: Bostuco: "That means they control the checkpoints now. If we can get to the Turret Tower up ahead we can deactivate the first barrier." Bao Dur if he's there: "The force shields won't present a problem. I can get us through them." Bostuco: "You can? That will save us precious minutes." This suggests that Bostuco wants to get to the turret tower NOT to fire the turret but to use the terminal to deactivate the force field. Obviously with Bao Dur in the party you can just bypass it. Bostuco: "Have they changed the access codes in the Turret Tower? We need to get through the force shields." Royalist: "I don't think they've had time, sir. They've been firing the turret non-stop. Vaklu is close to having air superiority now." This suggests that by blowing up Vaklu's fighter it gives the royalists an air advantage, this doesn't mean much gameplay wise because the survival of both the queen and Vaklu are what's important, not air superiority. This is why Bostuco wants to get to the palace as fast as possible to stop Vaklu from killing the queen. Bostuco: "The second forceshield is up ahead. It looks like its been damaged by orbital bombardment." Bostuco: "You might be able to bash your way through it with your lightsaber." I haven't played Kotor 2 in a while but I swear the first force field can be bashed with a Lightsaber or even a plasma torch. I hope that answers your question, the turret game is meant to be totally optional and is probably intended to give experience only as it has no real affect on the outcome of a battle.
  20. 1 point
    Hello, ebmar! That is exactly what I had done locally but I wasn't quite sure. Especially considering that the polar opposite item (Tulak Hord's Mask, which also looks identical in the original game) is restricted to Dark Side but not Jedi. I hope others will chime in and give us their opinion as well. Cheers!
  21. 1 point
    That's exactly what I was suggesting since it really is very simple to load the area into Max. The problem is mainly the missing geometry when viewing the area from above and the issue of getting the lightmaps into Max. Doing this manually for each mesh would take forever.
  22. 1 point
    Interesting idea and correct me if I am wrong, but couldn't the entire map be rendered at once? Just import to Blender with KotorMax and use the .lyt file to arrange the level, then use top-down rendering techniques to make a map from it, I am almost certain I have seen a technique / tutorial somewhere for rendering a whole level to a minimap at once, I shall have to track it down. At some point I need to re-render the K1 maps for K2 anyway so I might look into this as well ( won't be any time soon though ) as for setting up the lightmaps, I do not even know how to apply the lightmaps myself, using GMax and KOTORMax it's relatively simple to get the whole level loaded in.
  23. 1 point
    I just tested this on an unmodded playthrough. The holocron spawns despite the install error. The corpse with the holocon can be found
  24. 1 point
    You can do it directly in MDLEdit, or decompile it to an ASCII, edit it in a text editor to change the name, then recompile. Alternatively, you can hex edit the model and do an ASCII string find and replace, but you'll want to keep the same number of characters for the filename going that route.
  25. 1 point
    You can still get the original version (blue) from my site for both K1 and TSL.
  26. 1 point
    I'm using a mod which replaced the Mandalorian armours with their disguise version, but the Red and Yellow version have a metal clanking sound for their footsteps like it was HK-47 or some other droid. I'm trying to see if I can change the footstep sounds for these 2 armours with Kotor Tools but I don't know how to do so. Does anyone have a clue? Thanks
  27. 1 point
    Thanks guys, I'll give it a go and edit my reply with the results :3 Edit: Thank you both! I messed around with it and found that 1 for the footsteps and 0 for the soundapptype is what I needed it to be
  28. 1 point
    I would love to be able to use the character model of the galaxy's most fearsome warrior, Deadeye Duncan, for the player's character. Unfortunately I have zero modding experience. I decided to dig around in the game's files to see if I could find Deadeye Duncan's character model by name, but quickly realized I have no idea what I'm doing. I suspect that, for those who know what they're doing, a character model swap like this is super simple, so I'd love to know how to do it. Thanks!
  29. 1 point
    If you pull a module's GIT from a save file and check the doors in the level, I don't think the Interruptable flag is stored at all, regardless of whether it is set to true or false.
  30. 1 point
    Ok, that's quite disturbing... and hilarious xD
  31. 1 point
    Exactly. Oh, you just save the changes in the Override folder, just like any other mod that doesn't use TSLPatcher. EDIT: I've made a couple edits to the previous post to make it clearer. Try reading it again, see if that helps.
  32. 1 point
  33. 1 point
    Note that if all you want is a head model swap, that is done by making changes in appearance.2da, which you'll find in BIFs - 2da.bif - 2D Array. That will display a list of the models and textures the game uses, in a series of columns and rows. You just need to replace the head model your character uses with Deadeye's. Deadeye's row is 412, so his head is the number you see under normalhead (74). Just copy that and use it to replace your PC's. In order to locate your character, you need to understand the labeling and the face order. Look for the bunch of rows that start with P_MAL ... Then there's A for Asian, B for Black and C for Caucasian. SML is the Scoundrel class, MED is Scout, LRG is Soldier. You'll want to replace a Caucasian one, naturally, although the Asian underwear texture probably matches Deadeye's skin tone better. You can check the face order by a couple ways. You can open the texture files in swpc_tex_tpa.erf, but what I usually do is just launch the game and click on New Game to go to the character creation menu, then check which one your character is. There are 5 for each race. You'll still have the problem of the portrait not matching the head, though. You won't have dark side transitions either. EDIT: Note that you'll have to change Deadeye's row for it to use a different head, since the game leaves NPCs headless if they coincide with the player's.
  34. 1 point
    Install Kotor Tool (KT). Open KT > Kotor 1 > ERFs > Texture Packs > swpc_tex_tpa.erf > N > N_DeadeyeH01.tpc > extract. Simplest way is to reskin an existing head texture, but you won't have darkside textures/transformation without creating additional textures. KT > ERFS > Texture Packs > swpc_tex_tpa.erf > P > any PMHC but let's give an example one > PMHC05.tpc. Rename extracted N_DeadeyeH01.tpc to PMHC05.tpc. Copy and paste into Override folder located within the Kotor main folder, where ever it was installed to. May have to copy that file four times and rename each copy as the following PMHC05d PMHC05d1 PMHC05d2 PMHC05d3 These represent darkside transitions, I'm not sure if you gain darkside points if the face will default to vanilla files and change your face to another face texture so this additional step will prevent that possibility. Lastly, your portrait will not look like Dead-eye Duncan, because the game doesn't have a portrait of him. You can make a custom portrait with textures, or grab a sloppy screenshot, crop/edit it, then re-name it as PO_PMHC5.tpc You can find the vanilla head portrait from KT > ERFS > Texture Packs > swpc_tex_GUI.erf > P > PO_PMHC5.tpc but this would be for the normal head and not for Deadeye duncan. Notice that the player heads correspond with each other, so PMHC05 is listed as PO (for portrait) PO_PMHC5.tpc Now you have a working head and possibly a working portrait. An important note is that there are only so many file extension the game will recognize in the override, mainly tpc or tga. Good luck!
  35. 1 point
    I wasn't quite sure where to broach this topic. I know that RedHawke's mods can be found at > http://www.jumpstationz.com/RedHawke/. But they lack the tslpatcher making them incompatible with most mods. What I am suggesting to do is to reupload the mods, and include a tslpatcher for them to increase compatibility. I was given permission directly from Chainz.2da who was given caretaker authority over RedHawke's mods. I can provide proof of this. What do the Admins think of this idea? Would it be something even considerable or out of the question because the mods are hosted elsewhere? I remember asking this question almost a year ago, to DarthParametric who said it would be unnecessary to repost them on DS. At the time, I consented to his respected opinion. However, in light of knowing how much the tslpatcher can do, and how to use it. I would like to repost these mods to keep them seen and used by the community. In case you did not know, I am a huge fan of Redhawke's mods and would not want to port, steal, or act in any malicious way against RH or RH's property.
  36. 1 point
    SO sorry to bump this age-old thread however its title bears more significance than me posting 'JumpStationZ is closing" πŸ˜… All of my mods are available on countless sites, including here.. however RedHawke's are not. My site will be closing on Aprill 11th, 2020 as I simply no longer have the time to do anything with the site. Haven't for years honestly, but I don't feel like paying for the site any longer either... hehe. Just a fair warning, if you want any of RedHawke's stuff.. or anyone who wants the mantle of maintaining Red's mods (I'd prefer the Deadly Stream Site itself or one of its staffers).. please feel free to volunteer. I'm quite sure Red would be grateful. πŸ™‚ http://www.jumpstationz.com/RedHawke/ This also goes for my Mods Archive, so grab those mods while you can too. I've seen the link posted around here on the forums publicly, so it's not hard to find. Staff should have it, or you can email me for link. (I don't personally post it publicly for Mod Permissions sake / policy). If anyone chooses to host Red's mods as his personal site (such as link above).. I think I made a "drop everything in one folder" archive version somewhere. If I can dig it up, I'll let Deadly Stream staff know.
  37. 1 point
    Amongst the little things I am playing with, this feature appears to be in a 'releasable' condition.
  38. 1 point
    02 - [TUTORIAL] - Creating a Merchant - TSL 03-05 - Using ERFEdit 03 [ADDITIONAL] - Picking an NPC to place in your level - TSL 04 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 05 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 06 - [ADDITIONAL] - Placement & Rotation 07 - [TUTORIAL] - Waypoint Markers 08 [TUTORIAL] - Scripting Basics 09 [EXAMPLE SCRIPT] - Spawning NPC's on Enter 10 [EXAMPLE SCRIPT] - Making NPC's Hostile! 11 [EXAMPLE SCRIPT] - Trigger talking to an NPC! 11 [EXAMPLE SCRIPT] - Make an NPC walk randomly 12 [EXAMPLE SCRIPT] - Place a dead NPC 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.
  39. 1 point
    Yes! This one FTW! Them fold are sleek, JU! 🏁 I think I am done with my attempt, as me- personally, pleased with the end result.
  40. 1 point
    Query: What? Yes, you heard that right, what started as what was (probably) a joke made by @A Future Pilot on the r/kotor discord has gotten my creative juices flowing. If you're like me, you might have asked yourself at some point "HK-47 is my favorite companion in the KotOR games, so why can't I romance him?" Well, soonℒ️ you can! The goal of this mod is to make a believably written, slightly tongue in cheek but also emotionally sound "mini romance" option between a dark sided player character and her/his homicidal droid companion. What do I mean by "mini romance"? For now, I am going to try and keep the scope small while I learn the fundamentals of modding. I have finished a first pass at the script, and will be working on recording the voice over sometime soon to get a feel for how it all sounds when spoken. Right now, it is a total of 2 to 3 conversations, depending on whether you pass a [Repair/Computer Use] (player's preference) skill check on the first try or not. Perhaps this will expand in the future, but right now, I think it gets the job done without needless beating around the bush. This is an optional/additional romance and its not meant to rival/replace any of the vanilla options in terms of complexity. The non-spoilery gist of it is, HK has discovered that he has developed what he sees as a flaw in his programming since he's started travelling with you, that's since grown stronger with every act of cruelty you inflict upon others. The player character has the option to dismiss outright, confusedly entertain his concerns to an extent, or try their best to understand the situation, some of which open up a path to a whole new look into his "abnormality" that's formed. Basically, I'll be using this thread to update with progress and let you know how it's going. Keep in mind, this is my first ever mod and thus I have no idea how long this project will take me. I'm also attaching to this post a design document that features all of the dialogue that I've currently written for the mod, if you're interested. I would appreciate that if you'd like to mention something about it in this thread, that you properly spoiler tag it. Thank you. - UC P.S. Let me make this point for you, so that you don't have to. HKromance.docx
  41. 1 point
    Mod updated to correct the issue with Remote's TXI. (I had the darn thing set for 3 frames in the TXI when there are actually 4! Silly Holocron.)
  42. 1 point
    At the very least, many of those immersion things seem worthy of becoming a standalone addition compatible with RCM
  43. 1 point
    .2da files are a very common and important file type in both KotOR games and are also very common to be edited in mods. That's why this tutorial aims to bring you a list with detailed explanations on what they do. Introduction You can find all .2da files in the 2da.bif file, where they can be accessed using KotOR Tool. KotOR Tool also provides a 2da-editor to modify them as you want. Basically, .2da files are 2d arrays or put simply: tables, just like you know them from programs like Excel. The one difference here would be that in a .2da file, each column has a specific and pre-defined (hardcoded) function. Each .2da file collects a set of "objects" that differ in details. Thus every column in the .2da file represents a certain characteristic of such an object while each row represents one specific instance of this type of object. As a simple example, you could have a file called trees.2da that contains information on different types of trees. The columns would then include details like height, age, etc and every row would stand for one tree species with details entered in each entry of this row. This tutorial will consist of two parts: First a (currently incomplete) list of all .2da files used in both games with detailed information on what they do and what each column stands for. The second part will be a list of .2da files that exist in KotOR but that aren't actually used since they're only remnants from Never Winter Nights (an older game by Bioware based on the same engine). This second part is only for reference, so that you know these files are useless. Now, this tutorial is currently far from being complete. There are many .2da files that are still missing and even for those that are already listed there may be missing information or maybe even incorrect information. If you notice a mistake or know things that are still missing, please post them to this thread so that I can add them to improve on this ressource. Thank you very much A big thanks already goes to Fair Strides, who provided most of the information currently listed. Thank you! Used .2da files In this section I will (eventually) list all .2da files used by both KotOR and its sequel TSL. Most of these appear in both games and are identical or have only very minor differences. Those are marked with (K1/TSL) after their names and possible differences will be explained in the proper place. Some .2da files however differ on a bigger scale between the two games or exist only in one of them. Those are then marked by either (K1) or (TSL) depending on which game they are from. Each listed file has a short introduction that describes what these files are used for, followed by a list of their columns with descriptions. If there is no description for a certain column, then that's just because I don't know what it does, while descriptions written in red are unconfirmed and might be wrong. And as a final note: When you open a .2da file in KotOR Tool, you will notice the first column labeled (Row Label). This column exists in every .2da file and labels the rows numerically from 0 upwards. This label can then be used by other .2da files to reference specific lines from this file. But since this column is the same in every .2da file, I won't list it everytime. And here we go: acbonus.2da (K1/TSL) aiscripts.2da (K1/TSL) aliensound.2da (K1/TSL) ambientmusic.2da (K1/TSL) ambientsound.2da (K1/TSL) ammunitiontypes.2da (K1/TSL) animations.2da (K1/TSL) appearance.2da (K1) appearance.2da (TSL) appearancesndset.2da (K1/TSL) baseitems.2da (K1/TSL) bindablekeys.2da (K1/TSL) bodybag.2da (K1/TSL) camerastyle.2da (K1/TSL) chemicalcreate.2da (TSL) classes.2da (K1/TSL) comptypes.2da (K1/TSL) footstepsounds.2da (K1/TSL) globalcat.2da (K1/TSL) heads.2da (K1/TSL) itemcreate.2da & itemcreatemira.2da (TSL) portraits.2da (K1/TSL) regeneration.2da (K1) subrace.2da (K1/TSL) upcrystals.2da (K1/TSL) videoeffects.2da (K1/TSL) Unused .2da files This section will simply list files that are not used by the KotOR games. Many of these only exist in the KotOR 1 files and were removed for TSL. actions.2da areaeffects.2da caarmorclass.2da capart.2da categories.2da catype.2da chargenclothes.2da Changelog
  44. 0 points
    I am not 100% sure I will include the RoR heads with the project yet but I was thinking of both including it as an optional package and releasing it as a separate mod so that people can use the heads and races from RoR in regular K2 but I will see how it goes when I get around to it. In the meantime here are some story and design documents if anyone wishes to take a look, in truth it is a mess at the moment. A lot of different text documents and some images of stuff i've written on paper. It's not very well presented basically, there are also various design images possibly conflicting ideas who knows. I need to take the time to go through it and assess it's worth, I think it's all awful at the moment as I haven't properly gone through it. Story On Paper.7z Design Documents.7z Design Images.7z Below is an updated list of all mods that are included with the Expanded Galaxy Project by Author and then by order of when they were added to the project. Here is a list of the current projects that have wildly spun out of control for KotOR2 1 : K1 Port ( 25% ) 2 : K2 Expanded ( 25% ) 3 : K2 Sequel / Free Roam ( 5% Sequel - 100% Free Roam ) 4 : K1 Expanded ( 25% ) 5 : K1 Port Sequel / Free Roam ( 5% Sequel - 100% Free Roam ) 6 : Port Installer ( 5% ) 7 : A Launcher for both the port and main project to run under one installation and possibly RoR + TJM as well ( 5% ) 8 : Retrofit the NWN engine for level creation ( 0% ) 9 : Xbox Version of everything ( 1% ) These are probably generous estimates of how far along each project is. Some of these projects might not end up happening, but the first 7 are quite integral to both main projects. Thor110