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Showing content with the highest reputation on 12/17/2019 in all areas
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2 pointsI would suggest DeNCS is the most in need of a replacement, since it chokes on a number of scripts. You should start by looking at what progress Xoreos has made on their decompiler (along with other tools for the various Odyssey formats) - https://github.com/xoreos/xoreos-tools
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1 point
Version 1.4.1
35,379 downloads
=PartySwap= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION ORIGINAL AUTHOR: DarthTyren (darthtyren@gmail.com) CURRENT MAINTAINER: Leilukin LATEST VERSION: 1.4.1 FILE NAME: PartySwap 1.4.1.7z CONTACT: E-mail to Leilukin at leilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod allows the player to recruit both Handmaiden and Disciple in the same playthrough regardless of the player character's gender. After Disciple joins your party on Dantooine, a usable adrenal item named PartySwap will be added to your inventory. You can use this PartySwap item to replace any member of the current party with Handmaiden, as long as you are able to choose your party at that point of the game. This item is created to work around the limitations of not being able to select Handmaiden from the party selection screen after Disciple joins your party and takes Handmaiden’s slot in the party selection screen. However, Handmaiden remains still one of your party members, and you can still talk to Handmaiden. This mod also modifies certain parts of the game where potentially both Handmaiden and Disciple can become involved in the cut scenes. In addition, this mod prevents Handmaiden and Disciple from referring to the player character with the wrong pronouns by editing dialog and splicing voiceovers. For this mod to take effect, you must install this mod before you leave the secret academy on Telos, where Handmaiden joins your party. The PartySwap item only works if Handmaiden has already joined your party. NOTE: Since July 2023, the original mod author DarthTyren has officially handed over the management and development of this mod to Leilukin, due to DarthTyren's departure from the KotOR modding scene. Therefore, if you have questions about or encountered any issues with this mod, Leilukin is the one to contact for. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. After downloading this mod, extract the mod’s 7z file to anywhere you like, as long as it is not within the KotOR 2 directory. Run PartySwap Installer.exe located inside the extracted folder. You will see two installation options. You may only choose ONE of these options: Default Installation: Choose this option if you use TSLRCM without M4-78EP. M4-78EP Installation: Choose this option if you use M4-78 Enhancement Project (M4-78EP) in addition to TSLRCM. You must install M4-78EP first before running this installation option. FOR REGULAR TSLRCM USERS: Choose the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. FOR STEAM WORKSHOP USERS: If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, for your KotOR directory path, you must choose TSLRCM's Steam Workshop folder, NOT the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937, while the directory of the TSLRCM + M4-78EP combined Steam Workshop mod is \Steam\SteamApps\Workshop\content\208580\1402798020. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. This mod also provides a compatibility patch for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game).Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the sub-folders and follow the instructions to make PartySwap compatible with these mods. Go to the “Coruscant Jedi Temple Compatibility Patch” folder from this mod, read the READ ME files within the subfolder and follow the instructions to make PartySwap compatible with Coruscant Jedi Temple. Note: The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Run PartySwap Installer.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or issues, please report them by posting on PartySwap’s download page or support thread on the Deadly Stream forums, or contact Leilukin directly. 5. MOD COMPATIBILITY: Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any mod that edits Kreia's endgame dialog (904kreia.dlg) or Zuka's dialog on Dxun (zuka.dlg) is incompatible with this mod, unless they merge in installation. In that case, you must install PartySwap first. This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your party when you play a female character! This mod provides compatibility patches for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game). This mod is compatible with KOTOR 2 Community Patch. This mod is compatible with JC2's Train the Handmaiden. This mod is compatible with all Leilukin’s mods for KotOR 2, including the romance mods, as long as you follow the instructions from Leilukin’s mod. If you want to use danil-ch and Darth Hayze’s Extended Enclave, downloading and installing a separate compatibility patch is required to make PartySwap compatible with Extended Enclave. If you use Leilukin’s Handmaiden and Female Exile – Disciple and Male Exile Romance, you need to use the patch included in that mod. Otherwise, go to this page for a standalone compatibility patch: https://deadlystream.com/files/file/1304-partyswap-and-extended-enclave-compatibility-patch/ 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, please do not redistribute or re-host this mod. Do not release your mods containing assets from this mod without permission. 7. CREDITS: Fair Strides — Can almost take credit for half the mod getting done, by helping with scripts, understanding Waypoints and TSLPatcher, etc. Thank you! Thanks to the wonderful modding community at Holowan Labs/DeadlyStream for helping with the problems faced with the development of this mod. Special thanks to VarsityPuppet, for teaching about #include scripts and how this mod does not need to bother with them. Sith Holocron — Thanks for the aid with VO splicing! Snigaroo — For testing and reporting bugs, including the game breaking bug surrounding Disciple's endgame dialog, as well as transferring the ownership of this mod file to Leilukin on Deadly Stream. Cortisol and th3w1zard1 — For developing HoloPatcher as a better alternative to TSLPatcher to make installing and uninstalling this mod faster. danil-ch — For giving permission to create compatibility patch for Kreia’s Fall Cutscene (in-game) THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0.0
2,148 downloads
DESCRIPTION This is an HD reskin of our loyal astromech droid T3-M4, as well as the rest of the astromech droids. Their textures are now each 2048x2048, each ai-upscaled and manually retouched. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. This mod should be compatable with both KotOR games, though T3-M4's texture will go unused in KotOR. INSTALLATION Drop all the .tga or .tpc files into the Override folder wherever KotOR or KotORII is installed. UNINSTALLATION Delete the previously installed files. THANKS Thanks to the makers of KotORTool, ESRGAN, GIMP, mdledit, KotORBlender, Blender, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page. -
1 pointThis is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux
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1 pointHi, all! I'm writing modern versions of the tools for myself and wondered if there is interest in making them publicly available. Some motivations: Performance - K-GFF, DLGEditor, etc... are quite slow Dependencies - DeNCS, KSE, etc... require (sometimes deprecated) Java, Perl, QT, and other 3rd party packages Workflow - The tools are generally great, but you need to use more than one to do simple things like edit a GIT (e.g. ERFEdit on the SAV files, then K-GFF on the GIT) Ease of use - Most of these tools are less than intuitive, with steep learning curves Bugs - Some of these tools have still have bugs (e.g. GITEdit wouldn't open a file, or exit) With these issues in mind, my "holy grail" tool would be: Fast - Every action should complete in milliseconds, including building structures from GFF files Self-contained - No dependencies, just pure C++ code One workspace - Files that contain other files should be modifiable along with the files they contain, with valid options for all file types (e.g. add creature to GIT stored in save game file) Intuitive interface - Noobs shouldn't have to read a manual Error-free - Including required knowledge of file formats, file names, and game mechanics And the tools I'm targeting for replacement/consolidation: KOTOR Tool KOTOR Save Editor ERFEdit K-GFF DLGEditor DeNCS GITEdit Others? Let me know what you think!
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1 point
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1 pointI'll get it to you when I have a moment That was a hint to the mods Maybe this will help:
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1 pointWhat have you done so far? Some time ago I started working on a "dlgedit" (for the same reasons you listed) in C++. ATM it can open/save dialog files, display them in a tree (which I wrote from scratch to maximize speed), it allows for copy/paste/cut/delete/create tree operations and most of the fields work, although not all are fully implemented yet. With it I made a GFF and a TLK library. If you're interested I can show you the code, either to use parts from it in your own work or to continue work on this tool (since I don't have the time right now. It is written using WINAPI, however... I can imagine that's not something you're interested in..). (this topic should probably be moved to the modding tools section?)
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1 pointEdit: Have made it to Korriban. Followed compatibility instructions and now am about to see just how well this works.
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1 pointI couldn't file the cause of the error (I think it's an error in the source code, not in the scripts) but I did came out with an workaround, if anyone is curious, here is what I did: on the jump file (onjump.ncs), the script checks if the player is already fying, if he is, it returns 0, what I did was changing that behavior to simply accelerate the player downwards. The issue with that is that a player can cheat that way, as in, interrupting the jump earlier, but, I'd rather not use it that way, and be able to race when it bugs. IF there is interest, I can polish it and publish a mod of that (or even a better solution)
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1 pointThanks for both! The head you gave works really well! and thanks for the link to the forum post. took a look through and it makes sense. I'll be trying to do more of this in the future. again, thanks!!!
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1 pointBit of an addition to DarthParametric's elaboration earlier - Thankfully, @JCarter426 did write an extensive Analysis of the Combat Animations' tutorial to cover such lacks of description for K1 which should provide necessary information ones could need on this particular attempt.
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1 pointSorry, I didn't see your post before... It's true, it's not immediately obvious the way I wrote it, I had to think a bit to remember what I wanted to say. So: VP = BaseHitPoints * (PlayerLevel * vpmult(autobalance.2da) - 1)(only if mult > 0) + HitDie(classes.2da)/Levelup + CON * Level Here you have several references to levels: 1. PlayerLevel: "All values depend on the player level, which is determined from experience. This means that if you have enough experience for level 33, the game will consider that level even if you haven't levelled up yet." 2. Level: "Level = Level(Class I) + Level(Class II) + (PlayerLevel * levelmult(autobalance.2da) - 1) (only if mult > 0)" 3. Levelup: "At levelup, you gain: 6-12 points depending on your class" So, the base is BaseHitPoints (which is multiplied by (PlayerLevel * vpmult(autobalance.2da) - 1) if the vpmult is > 0). To that value, you add some amount for every level up (ie. it's not retroactive, if you get a character at lvl 6, they will not get the bonus for the levels up to 6, they will only get it added once you level them up [I haven't checked this recently, but I think that's what is meant, and if I wrote it down I must have checked it back then]), the exact amount that's added depends on the HitDie column in classes.2da. Then at the end, you add the CON modifier * Level (as it is defined above). Force points work the same way, the only difference is that there is no autobalance scaling of the base value (there is scaling of the attribute modifier however, because of Level). As for the LEVELUP for Skill, that's the points you assign to skills when you level up your characters. As you probably know, the amount of points you can assign depends on your class as well as your INT modifier. Again, only player controlled characters get this part, since non-playable characters don't level up. [I just realized, I haven't checked or at least don't remember having checked what happens if you change the PC to another party member. Is the PC's level still used as PlayerLevel for autobalance (which is more likely I think) or is it the party member's? But if it's the PC's, then the party members that you get at higher levels have quite a disadvantage against the enemies compared to the PC and the party members you get at lower levels.] Hope this helped clear things up!
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1 pointI've got this pack, which has all the versions of MDLops. I often switch between different versions if some models don't work out OK. http://www.mediafire.com/file/86el1fo6vc87oov/MDLOPS.rar