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Showing content with the highest reputation on 06/10/2020 in all areas

  1. 1 point

    Version 1.0.3

    523 downloads

    This mod is inspired by a request for a mod that does just this on reddit. - https://www.reddit.com/r/kotor/comments/gz1f6l/is_there_a_mod_that_uncovers_fog_of_war_faster_or/ I decided as I already need to make an Ebon Hawk armband and a Taris Armband for my project that I would do this as it's a really simple mod.
  2. 1 point
    I wanted to say a big thank you to all of the Mod Authors that have let me include their Mods in the Expanded Galaxy Project. While continuuing to work on the Port and the main Project I will continue looking for decent mods / fixes for the second game to include. Also still looking for testers, suggestions and modders to get involved with the project, if you would like your mod included or would like to get involved then please message me on here or on Discord.
  3. 1 point
    Hey man! Thanks for the response; Batch Hex Editor does exactly what I want... if I buy the full version. But the other one works perfectly, thanks chief.
  4. 1 point
    I kept the collar itself, I just repositioned the verts a bit, mating them to the torso hole and making the top curve a bit more consistent. It was the neck plug that I replaced, which was a separate piece in your original. I just added in some new geometry to bridge the inner walls of the collar itself and snapped the inner ring to the neck of an imported head. As to changing the texture assignment, like I said above that doesn't really matter, since the entire model gets forcibly assigned a texture via the 2DA anyway. The more concerning elements are how you managed to change the scale, and how you managed to change the hierarchy (including adding an emitter). Exporting with animations wouldn't do that. It doesn't do anything unless the base has animations on it. Since the model has no inherent anims, it functions exactly the same as exporting geo only. If you were saving it as a GMax file, maybe there was some unit conversion screwiness going on there that would explain the scale problem. Maybe there was also some problem with it incorrectly storing object types. A question for @bead-v no doubt. Edit: Haven't tried the TSL version, but here it is in K1: Here are the files. Adjust to taste. ASCII_Models.7z K1_Binary_Models.7z TSL_Binary_Model.7z
  5. 1 point
    View File Reveal Map Armband This mod is inspired by a request for a mod that does just this on reddit. - https://www.reddit.com/r/kotor/comments/gz1f6l/is_there_a_mod_that_uncovers_fog_of_war_faster_or/ I decided as I already need to make an Ebon Hawk armband and a Taris Armband for my project that I would do this as it's a really simple mod. Submitter Thor110 Submitted 06/09/2020 Category Mods TSLRCM Compatible Yes  
  6. 1 point
    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. Thor110
  7. 1 point
    I have been talking to Thor110 lately, and I am giving him permission to use the RoR heads in his project.
  8. 1 point
    In short yes, the v0.4.0 Modders Resource release was a sloppy port of all levels from both games into both games, realistically for learning / saving time, though for anyone wanting to learn they would be better off following my tutorial on porting a module from either game. In long form the project itself is / was a bit all over the place, but v0.7.9 is completely separate from the Modders Resource version and introduces Sleheyron, Tatooine, Kashyyyk, Manaan, Yavin, Lehon and features a tie in story with the Coruscant Mod. Currently I have been hard at work decorating Sleheyron as it was completely barren, in doing this I have also laid out the majority of it's quest line. Thanks to Kexikus I have now included the Expanded Council Mod and used the 7 new council members to tie in the stories of all the new planets introduced into the game. Mystery Box K2 Preview Endar Spire - TSL - Preview Thor110
  9. 1 point
    Im a tad confused,... been away for a long time. Are the files of kotor 1 maps for use in kotor 2 game? Was looking at your uploaded files.
  10. 1 point
    Interesting idea, I wasn't planning on including the under city though, only the lower city. ( but again this might not happen at all, I have cut it at the moment as I have too many areas to work with. For the moment here are a bunch of preview screenshots of 0.8.0 which I am still working on with intermittent internet access until I get proper internet installed on the 18th I won't be likely to upload an update until then or afterwards. Expanded Galaxy v0.8.0 Preview Screenshots
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  12. 0 points
    Seems all good now, thanks again.