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Showing content with the highest reputation on 01/12/2019 in all areas
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6 pointsWell N-DReW25 knows how to port NPCs between games, all without the need of creating a help thread.
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4 pointsPlanning to put in "iced" textures to the Telos academy - and, yes, they are reflecting when moving ingame: some experiment for different panels style: before: after- Onderon style:
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2 pointsYes! Finally, with the help of this amazing tutorial by @DarthParametric I can pull of the Pazaak Deck at the exact spot where I want it to be! Was so glad to figure out later that placeables is implemented in a similar fashion to creatures in-game; which without a second thought directing me to the said tutorial by DP. Perhaps the most difficult part is to guess/arrange the levitation of the object; as even using a Z template from the same PLC which spawned at different location but is at the top of the same object; still, some tinkering needs to be done to have it appropriately placed. Credits also to Fred Tetra for "KotOR Tool", TK102 for "K-GFF" and Stoffe/Fair Strides for "ERFEdit" which without them this attempt would not be possible.
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1 point
Version 1.3
3,844 downloads
From the original thread on Lucasforums: K-GFF (GFF Editing Utility) v1.3.0 (Jan 8, 2008) Yet another GFF Editor... This one features some extra support for KotOR/TSL namely in the form of VECTOR and ORIENTATION fields. These field types, as you may recall, were not present when GFFEditor.exe was published on Bioware's web site. Consequently certain GFF files (eg.: .git, .ifo) would become corrupted by editing. K-GFF supports these fields, hence you will no longer need to use CamEdit if you edit a module's .git file. Support for StrRef fields (Field Type: 18) has also been added for Jade Empire modding as of v1.1.9. Another enhnacement over GFFEditor is the support for multiple CEXOLOCSTRING substring editing. It is now feasible for instance to publish a .dlg file with localized strings that is readable in all languages. Other little features include: rudimentary support for BINARY fields (you can import and export these fields to files to perform hex editing), Cut/Copy/Paste of nodes, optional TLK file integration so you can translate StringRefs if you choose. -
1 point
Version 2.0
2,645 downloads
Mira Romance Mod – v 2.0 ========================================================= Description: When KOTOR II TSL came out in 2004, it was a brilliant game but lacking a feature: You could romance Your party members, however sadly You could not romance the hotest girl in the game! This mod is intended to fix that, enabling the male exile to romance Mira. It has been tested and works fine. This mod is compatible with TSLRCM and M4-78 EP! Important: - You must install this mod after TSLRCM and M4-78 EP, because it updates the mira.dlg and global.jrl files! - This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues! Player Guide: In order to trigger Mira’s romance dialogue, You must have 100% influence with her, and have her fully trained as a Jedi! I hope You will enjoy this mod! ----------------------------------------------------------------------------------------------------------------- Credit: - Credit goes to Effix for allowing me to use the files “"pfbam.mdl" and "pfbam.mdx" from his mod "Effixian's Alternative Female Underwear 2019"! - Credit goes to Empeor Devon for the Twin Suns outfit texture file, from his mod “Five Twin Suns-esque Outfits For Female PCs”! - The "get_close.ncs" and "kiss_mira.ncs" files were also bundled with the “Bastila Romance Enhacement” mod by Swfan28, which can be found here: Gamefront.com I believe the files are KOTOR proprietary as only the k_hbas_dialog.dlg file was altered in that mod... The Author also implies something similar in his Mod Description: "PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission." Since he clearly stated that only the "k_hbas_dialog.dlg" file requires permission, and he is nowhere to be found anyway since this is a 2008 mod that was reuploaded to other sites several times, i believe it is ok to include the files even if they were mod-proprietary (which they appear not to be!)... Anyway, in all eventuality and just to be on the safe side, I hereby give full credit to Swfan28 / Allronix for the "get_close.ncs" and "kiss_bastila.ncs" (that has been renamed to "kiss_mira.ncs" for this mod) files and menetion that they are only used in my mod as auxiliary / aiding files with this mod and should no be considered mod content or my work! As a matter of fact, thay do not even work as intended and produce a very different effect from the original, intended effect! In the eventuality of any sort of issues these files will be removed from the mod! ----------------------------------------------------------------------------------------------------------------- Installation: - TSLPatcher Install (recommended): Important: You must install this mod after TSLRCM and M4-78 EP, because it updates the mira.dlg and global.jrl files. If You have the 1.0 or 1.1 version of the mod already installed, just delete get_close.ncs from Your Override folder, then run the TSLPatcher installer, it will overwrite the old version and update to version 2.0! Run TSLPatcher.exe, click the “Install Mod” button, then point it to your KOTOR II TSL install directory and wait for the mod to install. The TSLPatcher will automatically backup your global.jrl file in the mod installer folder (Mira Romance Mod/Backup), You must copy it from there into a safe location (You can make a Backup folder into Your KOTOR or Override folder)! - Manual Install: Backup your global.jrl file in the Override folder, if there is any (in case You have TSLRCM and / or M4-78 EP or other mods that affect this file installed)! Unzip the archive, then copy the files in the tslpatchdata folder from the Mira Romance Mod folder to the "Override" and “Movies” folders inside Your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). You should have the following files inside your swkotor2/Override folder: mira.dlg global.jrl kiss_mira.ncs pfbam.mdl pfbam.mdx pfbamc01.tga And in the Movies folder: MiraRomance.bik ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg global.jrl kiss_mira.ncs pfbam.mdl pfbam.mdx pfbamc01.tga And from the Movies folder: MiraRomance.bik And then restore Your backup of global.jrl. If You forgot to backup global.jrl before installation, then just leave the modded global.jrl inside the Override folder instead of deleting it! ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if You have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of Your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: Effix, AmanoJyaku, JCarter426, JC2, DarthParametric for the great advice and support! Deadlystream Community, Kotor Tool Creators, K-GIFF Creators, Modding Tutorials Creators ========================================================= TSLRCM Compatibility: Yes Current Version: 2.0.0 – Major Update 1.1.0 - Original Release, First Update Update 1.1.0 (Original Release, First Update) features: - Added a TSLPatcher installer to the mod, for easy and optimized installation. 2.0.0 – Major Update Update 2.0.0 (Major Update) features: - Updated the global.jrl file to be completely compatible with TSLRCM and M4-78 Enhancement Project. Now the global.jrl file in the override folder can be safely overwritten by the mod’s file without causing any issues! - Fixed a bug caused by the “get_close.ncs” script, where the Player Character would teleport to another area after ending the dialogue. - Added a movie with an animation that replaces the broken “get_close.ncs” script. - Added a new outfit for Mira inspired by the Twin Suns outfit. To equip it You must unequip all clothes / robes / armours, the outfit basically replaces the underwear model! Please install the Mira Romance mod after You have installed the TSLRCM and M4-78 EP mods! It is also compatible with Cathalan, as long as You install TSLRCM, M4-78 EP and the Mira Romance mod first, then Cathalan last, because it updates the global.jrl file! The mod should be compatible with any other mod, as long as it does not alter Mira's dialogue file (mira.dlg) or the Journal file (global.jrl)! This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues! Here is a savegame made before the Mira romance scene, so you can try the mod right away without having to play through the whole game, just drop it into Your Saves folder: Before Mira Romance.rar -
1 pointSo, I imagine this is something that's never come up before because, one, you'd have to be bored enough to try this out, and two, it requires going out of your way to play the game in an unusual manner You begin the HK factory quest by mentioning the sonic imprint sensor you found on Peragus to HK, after which you must encounter three HK-50 squads to get its location. In universe, it's important to note that the sonic imprint sensor is made of HK parts and is what allows HK-50 squads to track you Thing is, there is no check to see if the player actually has the sonic imprint sensor. HK-50 squads will find you regardless, and you can still talk to HK-47 about it as if you have it. How do I know this? In one of my recent playthroughs, I deliberately made sure not to pick the item up on Peragus just to see what would happen How many players are going to encounter this issue without actively seeking it as I did? Probably none would even notice. But regardless, I would request a mod that adds a check to see if the player actually has the necessary item. This would mean if they do not, it disables the HK-50 encounters (thus making it more difficult to rebuild 47) and therefore the HK factory, therefore ensuring Malachor remains intact. A harsh punishment for the player's more than likely deliberate negligence Alternatively, a script could be added to the scene of the player meeting the first HK-50 that makes it so one automatically acquires the sonic imprint sensor. That might be less work
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1 pointOverview DDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor. With that out of the way... why bother? Motivation I did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA. What texture packs did I test/convert? To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are: As a general rule, what kinds of textures will convert? Almost anything, except for: * Textures which are used as animations * Some textures which contain transparency (some work, some don't) * Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine) * Some textures which are stretched in-game (some grass/rock textures) don't work properly when converted All character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two. What is needed to convert textures? Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed. Then simply convert the files using Bioware's dds convertor. Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead. How would I know if a given file doesn't work as DDS? Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!! Okay, so which files can be converted? The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions: Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game. And which files cannot be converted to DDS (must stay as TGA)? Can I make DDS packs of the above textures and supply them, save you some time? No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really. I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission. Anything else you should know? KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink). Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun! Closing arguments It was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now.
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1 pointInteresting mod if you are bored with the standard romance options in the game, glad to see people still making content for these games, I will be doing my best to make sure all mods are compatible with or included with the Expanded Galaxy Project if they fit the bill of not altering the Vanilla Gameplay Experience.
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1 pointinstalled it, it's definitely an improvement, but this is still early in development so there's still do iron out like what i found: some of ambience sounds are placed in the wrong modules and/or missing some of the level transitions are still don't work i tried going to the upper city cantine using tar_m02ae and it takes me to the lower city cantina instead, i think the lower city cantina was cuplicated but again, these issues will be corrected, obviously
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1 pointPrevious message about fixing the environmental sounds, music, updates and community input.
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1 pointFrom what I've examined the modules are well ported, (accept dantooine's enclave exterior which the ruins is missing the proper door), the only things that are not working properly are level transitions, enviromental sounds and music I look forward to see what you have in mind for these modules for this mod
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1 pointNice small detail added there! It would be a welcome addition for many players, myself included. Good job you all!
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1 pointGreetings, fellow Jedi! Have a nice weekend y'all. I am here to request for a mod that spawn a Pazaak Deck particularly the plc_pazaak2 placeables, specifically at this marked location: The relevant module is Javyar's Cantina [tar_m03ae] and as listed above, the particular Pazaak Deck variant/model is plc_pazaak2. I have tried myself with trying to spawn the PLC either with using the script [via its on-enter which I assume is k_ptar_a03ae_en? Which is doomed to failed by my own attempt...] or attaching the PLC model to the room model but is having KOTORmax failing to load the placeables' ASCII. The background of this request is because I can't stand to watch Uriah [the NPC] fiddle around with exactly nothing... I hope the information provided above is enough for an attempt, and many thanks for considering this request. Edit: An additional information: The co-ordinates of the PC is:
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1 pointUnfortunately the mod does not replicate the Bastila kissing scene from KOTOR 1, because of problems with the get_close and kiss_mira scripts, probably because these scripts were for K1, and because they were supposed to take place in the Ebon Hawk's dorm room where Bastila's default position was, while Mira stays in the auxiliary room / closet in the main hold and the script is therefore executed there... And yes, Mira definately is the hottest bounty huntress in the galaxy
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1 point
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1 pointThis seems like it wouldn't be too difficult, I might do this as it would add to the overall feel of the game and not alter the Vanilla experience I will note it down and give it a go when I get a chance. Thor110
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1 point
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1 pointUsing Dark Katarn, huh? Nice. I look forward to seeing what you'll be doing with the Iziz Cantina lights (especially outside).
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1 pointI have begun writing a KotOR Modding Tutorial Series and have released my first draft, it will document everything I learn during development of the Expanded Galaxy Project. Please check out my project, topics, posts, pages, videos and more then let me know what you think, if you have any ideas for the project and leave a review on the ModDB Pages for both mods if you have tested them.
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1 point
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1 pointHonestly 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!
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1 pointIt's Azgath N'Dul's Tomb. You'll want the patch for it as well. And the INI file changes too.
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1 pointTry the Tomb of Az'gath Indel for TSL (I think it's called that) by DarthInsidious.
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0 points
Version v1.0.2210.16738
52,069 downloads
THIS PROGRAM IS MADE BY FRED TETRA I TAKE NO CREDIT FOR THIS PROGRAM, i also have some of the map files from the site if any one has more pm or email me, ill upload them here. here is the original readme for this program. Kotor Tool v1.0.2210.16738 (2006-1-19 12:38) About this program... I originally wrote this tool so I could experiment with 2DA files and scripts. Through feature suggestions, it has grown quite a bit into what many tell me is a pretty handy utility. Thanks to all of those who have taken the time to make those suggestions and put up with the occasional bug that creeps in at 2:00 in the morning! ----------------------------------------------------------------------------------------------- Requirements... I should (and will!) mention in the readme file that you need to have the Microsoft .NET Framework 1.1 installed. You can get it at: http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe ----------------------------------------------------------------------------------------------- Contact info... fredtetra@hotmail.com ----------------------------------------------------------------------------------------------- Quick start instructions... Unzip the kotor_tool.exe, ImageTools.dll files and the Maps folder to a directory. The first time you run the program, it will attempt to detect where you have installed KotOR and configure some of the directory paths it needs to work. It will then bring up the path management screen so you can verify them. To work with BIF files: Expand the BIFs item on the tree view. You can: - Select any *.bif file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a bif, then click Extact to extract it to a directory - Select any file in a bif, then click Hex View to see it in Hex/ANSI/Unicode - Double-click on any 2da file to bring up the editor for it. You can then edit the values and write the file to a directory. (Most likely the override folder in yout KotOR folder) Clicking on the column header in the editor grid will sort it based on the values in that column. Repeated clicking will change the sort direction. - You can also open the 2da v2.b file editor from the File menu for editing. NOTE: You do not have to open the chitin.key file first. - 2DA editing features: * Add line to end, delete any line, right click to insert new line. Be careful with those last two! * You can renumber the row labels from the right-click menu * Undo all changes * Reset sort to "as opened" mode (press F5 or use menu * Import and export your 2da files in XML format - Double click on any nss/vis/txi file to bring up the editor for it. You can then edit the text and write the file to a directory. - To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. NOTE: You must have CChargin's Extract0-5 program installed in the same directory as Kotor Tool. To work with RIM files: Expand the RIMs item on the tree view. - Select any *.rim file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the GFFEditor, assuming you have installed it in the kotor_tool directory - Control-Double-click on almost any file in a rim to launch text editor with a syntax-colored version of the GFF file's contents - Shift-Double-click on almost any file in a rim to launch text editor with a plain-text version of the GFF file's contents. To work with ERF files: Expand the ERFs item on the tree view. - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the editor for it. - TPC files now can be viewed with the built-in image viewer. You can also save the files in TGA format from the viewer. - If you like using the keyboard to navigate the treeview, you can use the spacebar to open the Image Viewer with a TPC file selected. - If the Image Viewer is open, moving up and down the list of TPC files with the arrow keys will show each image in turn. Note: some files cannot yet be viewed. - To view tpc files in an external app, hold down the Shift key while double-clicking. You need tpc2tga and an image viewer. (see below) - Some tpc files have a format that is not yet understood. Attempting to view one of these files may either show a strange image or crash the program. Notes: * You can specify whether or not you want to automatically convert extracted .tpc files to TGA format from the Tools | Options... menu. This is only used with the external tpc2tga program. * If you also want to be able to view the .tpc files using an external program you must install a TGA file viewer and specify the path to it in the Path Manager. You can download a free TGA viewer at http://www.creabit.com/viewer/ * You can specify whether or not you want the BIF tree built at program startup or not from the Tools | Options... menu. If you leave the checkbox unchecked, the BIF portion of the tree view will only be built when you attempt to expand it. Want to unlock all of the movies and music in KotOR II:TSL? In your swkotor2.ini, set the following: [Game Options] UnlockedPlanetSongs=1023 [Movies Shown] Movie10=0 Movie 9=0 Movie 8=0 Movie 7=31 Movie 6=255 Movie 5=255 Movie 4=255 Movie 3=255 Movie 2=255 Movie 1=255 Movie 0=255 -
0 points
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0 pointsThe game only loads data from the module files the first time you visit the module. It stores a copy of each module visited in the .sav file and subsequently loads from this. That's how it knows what containers you've looted, what NPCs have been killed or otherwise left the area, etc. So typically, if you make any change to a module, you have to load from before you've ever visited it. If you need to spawn creatures after you've visited the area, you would have to do it with a script.
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0 pointsWhen you go to test it, are you loading a save from before you ever visited that module?
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0 pointsIf I were you I would just repackage the module file from scratch using the same files you have edited and kotor tool, this is what I do every time I edit a level, I don't use the ERF Editor, I just build each module through kotor tool every time I want to update it, trying to make as many changes as possible before re-building.
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0 pointsI don't use them myself, as a general rule, but I believe this should be what you need for K1 - https://www.nexusmods.com/kotor/mods/1076
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0 pointsAs detailed above: There will only be an existing MOD file if you have one from another mod. That's why they are used, so as not to overwrite the vanilla game files.