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Showing content with the highest reputation on 01/26/2019 in Posts

  1. 2 points
    DarthParametric, may I ask what signs you are currently satisfied with and which ones you are still uncertain about? The ones I saw so far looks real good to me, especially with ebmar's and SH's offers and contributions. Cheers!
  2. 2 points
    Yeah, no. While that may be true for most cases, you can’t set that as a general rule. Some TSLPatcher installations actually need the file, since they add lines in it and use them in the mod. So unless you want a broken install, use correct dialog.tlk.
  3. 2 points
    I wondered if you might be including a Star Map in this mod and if not thought to suggest re-using the Tatooine Star Forge Ruins for this, removing the .vis file will allow it to render correctly ( though I am not sure how you might do this ) but could always override with a blank .vis file. Great work so far though and I really look forward to seeing Sleheyron re-introduced to the game!
  4. 1 point
    It's on the backburner for the moment while I deal with other things. I'll get back to it at some point.
  5. 1 point
    I can see six door hooks in the module. Three of them would appear to be the sewer entrances (one of which, door_07, is listed as static in the GIT), then one for the gate to the infected compound in the village (door_05), and two for the elevator (door_04 outer, door_09 inner, which is static). I can't see one for the village main gate however, yet that has an entry in the GIT. The north door hook is door_08, but that has no entry in the GIT. If you look in the module's RIM, there are seven door UTDs. One is unused in the GIT, however this is a static door. So it seems to me that you'd need to add a new UTD that duplicates sw_door_taris004.utd with a new ResRef and Tag (you could presumably repurpose sw_door_taris005.utd for this, since it appears unused). You'd then have to duplicate the GIT entry for the south door, which points to TemplateResRef sw_door_taris004, and change the co-ords to that of the door_08 hook, and point it to your new UTD. This would require a save before entering the module for the first time. This is probably something that can be added to the K1 Community Patch in the next update. Edit: I just realised there is a transition zone in front on the north entrance, so even if you add a door you can't actually get close enough to open it before being transitioned to the next level. So that would need adjusting as well. Edit 2: So on further inspection I discovered that even with the transition cleared, the walkmesh is also blocking access to the doorway, so that needs editing as well. I've put it all together if you want to try it out. Put the MOD in the Modules folder and the WOK in the Override folder. It will require a save before entering the Undercity for the first time. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Undercity_Sewer_Access_North_Door.7z
  6. 1 point
    Or you could just use BootCamp and dual boot Windows on that Macbook Pro If you have access to a Windows PC, you could easily extract a TSLPatcher mod (without having to figure out what file from the tslpatchdata folder goes to which game folder), by simply creating a new folder (could be on Desktop or anywhere else), with the name of the mod for example, then copy the dialog.tlk file from either K1 or K2 (doesn't matter which, TSLPatcher just uses it to verify KOTOR is at that location) into the newly created folder, then inside the folder create another folder called override. This will trick TSLPatcher to think there is a full version of KOTOR installed in that folder! It should look like this: Desktop --> Mod Folder --> override & dialog.tlk Then just run the TSLPatcher installer for the mod, and when asking for KOTOR location, just point it to the folder you made and prepared earlier! Wait for it to install, and you just got yourself a manual installable copy of the mod that you can just copy on a USB drive or HDD and plug into your MacBook, then copy the files to your KOTOR folder there! Simple, right? *I have not tested, but this could work to trick the installers of TSLRCM and M4-78EP to create a manuall install as well!
  7. 1 point
    Old messages. New Ideas These are the ideas I had planned for the upcoming demo including re-introducing cut content. Here are some screenshots of odd items in the game I would like to use in maps and ideas I have had. 0_3_2 New Mod Resource & Expanded Galaxy Version, containing a total of 251 module files. https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/expanded-galaxy-resource
  8. 1 point
    I believe that is what subscribing to them is on Steam, though I am not sure I was reading about steam workshop mods the other day and it did say just to subscribe in order to access the mod, so I believe this is the case. Being that I haven't actually used the Steam Workshop for anything yet, I cannot say for sure. I would also imagine some steam workshop content would not be mac compatible, but I would expect it to be listed on the content.
  9. 1 point
    It could be possible to install a mod to an empty folder by deleting the game directory and leaving perhaps the .exe and registry entry in order to extract the necessary contents for any mods that use an installer, to allow for their use on Mac, but this is just a thought. I believe most TSLPatcher mod installations have the relevant files sat next to them, so for most mods this would be easy, but TSLRCM & M478EP are packed into .exe's so would require some form of work around, my thoughts were to install with just a registry entry on a windows machine and perhaps the swkotor2.exe to get the relevant files from the mods without having to individually figure out what is new and or has been edited, but it is also possible the .exe install may require access to files that might be modified, though I doubt it I know that the TSLPatcher is capable or combining mods that edit 2DA files or from what I have read anyway, from there somebody could upload the base files for Mac users.
  10. 1 point
    You are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^ So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that: Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate. That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.
  11. 1 point
    Here are some other parts of Dantooine with everything greened up: I also decided to address one of the long time minor annoyances I've had. In the Grove, in the cutscene where Juhani freezes your party members the grass planes get extremely stretched. This is exacerbated when you replace the grass plane textures with something a little taller. So I decided the best solution was to extend the stone slabs out a little further and remove the grass from that section. Before: After:
  12. 1 point
    I think I have a new favorite skybox: Not much has actually changed since I last showed you Dantooine, but those tiny changes did make quite a difference. Among those are changes to the vegetation, to help blending the trees and the terrain. I also fixed the lake, prievously it simply ended mid air. I added the moons (not visible in this picture). Currently I'm adding some boulders that lie around just like in the game area. Then I'll tweak the distant mountains some more and Dantooine should be done. And I really love how well skybox and area model blend in this one. But there are some other news as well. I decided to share my work on the planetside forums (Terragen forums) and since those folks over there can't do much with skyboxes, I started making wallpaper renders of my terrains/skies. The idea is to make one or two renders everytime I finish a skybox. And since some are already finished, I'll go back to these and make renders as well. The first skybox to get this treatment was Telos, followed by Tatooine and Manaan. Click on the small images below and you'll get to the Full HD wallpapers. Not quite sure what I'm going to do with them when they're all done. Maybe I'll release them as a wallpaper pack or something.
  13. 0 points
    Hi everyone. I know it has been a very long time since I have been here I know most of you guys have guessed that this mod is dead. I wish I had better news but over the past year plus with dealing with my mental health issues...I have not been able to continue the work on it. I am doing better but there is still work to be done to get my life back in order. I'm sorry , I didn't make this post earlier. I know the interest in this project is not what it use to be but if anyone is interested in continue the project,... I can get all the files and info to you. I don't expect anyone to take it up, the most I can see if someone wants to turn the story and files into a story video on youtube. I will wait till next weekend to see if anyone is interested in taking it over. If someone does take it over, I will be happy to help answer any questions and be as helpful as I can for them. I know it will be their project then and will not challenge any changes they might wish to make to the game. Coming next weekend I will be releasing the major story elements of the RoR game if no one takes it over. Even though you will not be able to play the game, you can at least read and imagine what it could have been. During this week I will be releasing files as resources for other molders to use in their mods. I ask for modders to just add in a credit line showing you got the files from this mod. Looking at the mod and might be able to do a post along with the files and scripts used to make modules come alive fast with npcs placement and animations. I am sorry I wasn't able to finish the project. If you need to reach me, simply private message me. I hope everyone had a great holiday season and a Happy New years ! I will be around the forums for the next few weeks and hope to visit more often but days of large huge mods like RoR is over. Logan23
  14. 0 points
    That appearance line was already the Chadra-Fan, though it's never used in the game.