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Showing content with the highest reputation on 06/13/2020 in all areas

  1. 2 points

    Version 0.2.0

    901 downloads

    This is a visual dialog editor for KOTOR and TSL. It's currently in alpha, so if you're planning to use it for your mods just be aware that there might be (i.e. will be) bugs. COMPATIBILITY I am unaware of any compatibility issues with the DLGs created by this editor, but that doesn't mean there aren't any because this is an early alpha release. Please let me know if you experience any issues. INSTALLATION STEPS 1. Download the ZIP file, and unzip it into a folder (it doesn't create one on its own - I hate it when zips do that ). 2. Copy your "dialog.tlk" into the folder alongside the file "app.exe" - I included the "dialog.tlk" file for KOTOR (as "kotor.tlk"), and for TSL (as "tsl.tlk"), but if you're using any mods which edit "dialog.tlk" for the game you're working on (e.g. using TSLRCM), you'll need to replace it with your own copy. You can find the "dialog.tlk" file in the same folder as the base executable for your KOTOR/TSL installation. If it's for KOTOR 1, rename the copy of "dialog.tlk" you put into your app folder to "kotor.tlk". If it's for TSL, rename your "dialog.tlk" to "tsl.tlk". Don't change the name of dialog.tlk inside your actual KOTOR/TSL installation, as that will break the game. Only change the name of the version you copied into the KotOR Dialog Editor install directory (alongside "app.exe"). 34 Run "app.exe" UNINSTALLATION Delete all the downloaded files. USAGE INSTRUCTIONS General Usage - Create a new dialog file (for KOTOR 1) by pressing the "New" button, or open an existing DLG file using "Open" - Save dialog files using the "Save" button (there's no auto-save, nor does ctrl-s work - I'll make it work eventually) - Once you open a dialog file, you'll see some panels: - The top-left panel contains the "actions" list, which is a set of actions you can currently take. - The bottom-left panel contains "link" information when you select a response which is linked to the current response. - The top-middle panel contains NPC dialog (entries) - The bottom-middle panel contains player dialog (replies) - The right panel contains metadata for the selected response (strref, text, script, etc.) Some Important Terminology To understand what the actions do, you'll need to know the following terminology (some of which I made up, so please read this even if you're a pro): - Response: A line of dialog, spoken either by an NPC or the player (I sometimes call this a "node" too) - Entry: A line of NPC dialog - Reply: A line of player dialog - Start: A possible entry point for the dialog (always points to an entry, never a reply) - Link: Responses are linked to one another through "links" - Metadata: The general dialog data (things like the script that should run when the dialog ends, etc,.) - Selected response: The response which is highlighted in orange - this is preserved when navigating (until you select something else) - Current response: The response you last navigated into. - Copied response: The response you last selected "Copy Selected Node" on. Actions: The panel in the top-left corner contains a list of actions you can perform to edit your dialog. I'll try to describe the actions as well as I can here, but honestly the best way to learn the software is just to try it out: - Back To Start: Go back to the start of the dialog you're currently in - New Response: Create a new response (either an entry or a reply, depending on context) - Unlink Response: Removes the link between the selected response and the current response - Copy Selected: Sets the selected response as the copied response - Paste Into Start: If you have an entry as your copied response, and have selected a start response, it makes the start response point to the copied response - Paste As Link (Link): Adds a link from the current response to the copied response - Move Selected Up/Down: Moves the selected response up or down (respectively) by one level in the dialog evaluation order (for player dialog, this changes the order of the dialog lines they can choose from; for NPCs, the first line in the evaluation order whose "Active" script is either blank or returns TRUE is selected as the NPC's line) - Step Back/Forward: Move back/forwards in your dialog history (so you can easily go in/out of replies without restarting the dialog) FAQ I did x and it crashed/broke my DLG/set my PC on fire Yeah, this is alpha software and I need some people to test it out. Please let me know what broke the software so I can fix it. I'm clicking responses but nothing's happening You need to select responses for both the player (the bottom screen) and the NPCs they're talking to (the top screen). If this info doesn't fix your problem, let me know so I can look into it. I can navigate through the dialog, but how do I edit things? You left click on dialog lines to navigate through them, or right click on them to "select" them. Once a line is selected, you can edit it in the window to the right, edit the link between it and the current dialog node on the bottom-left panel, or copy it to another node by navigating to that node and pressing "Paste Into Current (Link)". The navigation seems to work, but I can't see the actual dialog text Make sure you have the correct "dialog.tlk" file in the same folder as "app.exe". If this doesn't solve the problem, please let me know so I can look into it. Cool app. Ugly, though... Yeah, I'm working on it, and I'm open to suggestions for making the UI cleaner/better/easier to use. DLGEdit's faster to use/better in some other way This isn't meant to be a replacement for DLGEdit - DLGEdit's power comes from the ease at which you can change an existing DLG into exactly what you want. Although this tool can do that too, it's designed for easily/naturally building DLGs from scratch rather than doing minor edits in existing DLGs, while having to actually run the dialog in KOTOR/TSL as little as possible (to avoid the time it takes to load the games and get to the conversation). FUTURE FEATURES - Flow chart view - Animation selection - More testing, bug fixes, etc. KNOWN ISSUES - If you create a link from node A to node B, and node A already has a link to node B, the dialog editor doesn't know which one you want to select when you right click and does weird things (e.g. always selecting the bottom-most copy, even when you right click on another copy). Will fix this asap. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames). Thanks to Thor110 for helping me test it out. Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the gff2xml and xml2gff tools from xoreos-tools to read and write the DLG files. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here.
  2. 2 points
    So the trophy heads in Davik's estate on Taris. They are pretty dire, and I always mused about replacing them at some point. This is the vanilla room: The heads themselves are just stuck directly on the wall, with no obvious mounting/backing board like you normally see with hunting trophies. In addition, I never understood why they put the weird arch things in there, blocking the view. It's the only room that does that. So I had a look through what TOR had to offer. I couldn't replicate it 100%, since the vanilla heads are Rancor, Dewback, Wraid, Tuk'ata, Ronto, Kataarn, and Iriaz, but TOR doesn't have the last three species. Here's what I came up with: I got rid of the arches and plugged the gaps in the sides with some new lights, while moving the overhead lights up to the ceiling. The substitute heads are a Reek, a Nexu, and a Tauntaun. And since I know a lot of people don't like the TOR stuff, I also made a version that replaces the original heads with the ones from the regular vanilla creature models. Still low poly and terrible textures, but slightly less garbage than the originals. But they do at least match the same species types: The heads now match their actual creature size in the game (at least the vanilla species). The original versions were scaled down, the Rancor especially being comically small compared to the description Calo gives of bringing it down (big enough that he was able to perch on its shoulders). Although it is now so big (the size of the one you see in the sewers) that it can't actually fit on the back wall, so I had to come up with some struts to mount it out in free air. The wall lightmaps might need to be cleaned up, and I'm also not really feeling the mounting/backing boards. It just a chamfered cylinder with a procedural wood texture, since I wanted to keep it simple. I'm not sure what I should do about it. A different material/texture? Maybe more of a shield-type shape?
  3. 1 point

    Version 1.3.2

    4,090 downloads

    This mod replaces the voice overs used for Nikto, Aqualish, Gran, and Quarren NPCs in KOTOR. In KOTOR I, Nikto, Aqualish, Gran, and Quarren NPCs use VOs that are meant for and shared by several other species. KOTOR II fixes this by adding VOs specific to these four species, so I figured hey, why not incorporate them back into the original game? The intention of this mod is to provide a stronger sense of immersion and consistency between the two games, while keeping the affected dialogue true to its intended "feel." A bonus side effect is that the aggressive Nikto VOs make the Black Vulkars seem like an actual threat instead of comic relief. Installation & Uninstallation To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup. Compatibility Compatibility patches are included for K1CP (Queedle Fix) , KOTOR 1 Restoration, and Kainzorus Prime's K1 NPC Overhaul mod. K1R has a Nikto NPC in the Vulkar Base sublevel with Basic (English) VOs. I decided to leave this unaltered since it's restored content. Known Issues Some of the Nikto and Gran VOs don't have perfectly matching mouth animations, which is because KOTOR II is missing some LIP files. The placeholders I'm using are as close as I could find. These may be replaced in a later version. Redros's mouth doesn't move for a couple of lines of dialogue. This bug happens regardless of this mod and only if his appearance is Nikto, so I felt the bug is beyond this mod's scope. Please let me know of any other issues you find, or if you come across anything I missed! Credits Fred Tetra, Kotor Tool Fair Strides, KotOR Toolset tk102, DLG Editor & K-GFF Editor JCarter426, SithCodec NickHugi, HoloPatcher Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
  4. 1 point

    Version 1.0

    27,530 downloads

    HD PC Portraits for Knights of the Old Republic v1.0 - 20190909 by ndix UR (DeadlyStream user) This modification adds high resolution (1K) portrait images for player characters (PCs). All 30 male and female vanilla player characters are provided, with all 5 light-dark variants, for a total of 150 new portraits. The 1K portraits have 256x the resolution of the 64x64 originals. The portraits are rendered to match the poses, colors, facial expressions, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used A couple face textures had the eye in the wrong place and had to be fixed I reduced the number of background gradients to a set of 4 standards. The originals are all over the place in terms of the gradients and I didn't have time to replicate every one. An effort was made to match each individual set of portraits to its appropriate set of background gradients. While the textures are mostly crap, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of subdivision surface modifiers. See the included images in preview/ for an idea of how the portraits look. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  5. 1 point
  6. 1 point
    It was time to get a larger hard drive to have all of the raw footage for the EP documentary. Hopefully, this should be enough.
  7. 1 point
    Thank you that did solve the problem :), I really appreciate your help.
  8. 1 point
    This is not in any way your go-to modding tools, though perhaps closer to *amazing new discoveries*, lol - so I dropped it here. 🍻 So, this list of texts and numbers below -- //::////////////////////////////////////////////////////////////// //:: [TSL] PlaySound Utility Script //::////////////////////////////////////////////////////////////// //:: File Name : eb_playsound_wav //::////////////////////////////////////////////////////////////// /* Param1/P1 - Delay that will be applied before playing the sound string sSoundName - sTemplate of the Sound in the game files to play Created By : ebmar [based on OEI's implementation] Created On : May 05, 2020 Modified On : June 11, 2020 -- v1.0.0 Credits : JCarter426 -- Odyssey++ : Fred Tetra -- KotOR Tool : tk102 -- DLGEditor : Don Ho -- Notepad++ */ //::////////////////////////////////////////////////////////////// void main() { int nDelay = GetScriptParameter(1); string sSoundName = GetScriptStringParameter(); DelayCommand(IntToFloat(nDelay), PlaySound(sSoundName)); } - is an equivalent to a_playsndobj, a TSL's utility script that plays the sound objects indicated by tag passed in. On the other hand, instead of using the oTag of sound objects/UTS in the game-world like its older-brother, this will use the sString that it gets from the String Param of the DLG. To use it is fairly simple: Drop the compiled script/NCS to the Override folder Insert the script name [default eb_playsound_wav] to either Script #1/#2 field in the relevant node of the DLG Use P1 to determine the delay applied before playing the sound Use String Param to determine which sound to play, based on their template/file name Notes: In my experience using this script -which is in TSL, and not K1- PlaySound action can only play custom files that placed in the Override. I have tried with customs placed in StreamSounds but I can't seem get it to work. You might though, perhaps I was missing something You can't input decimals. I don't know what the legit term is but you can only insert integers/INT; something like 0, 1, or 2, and not FLOAT, like 0.2, 1.25, or 4.20. You can though - but not with this script and using the DLG as the medium Anyway, here's the compiled script if you don't feel like compiling yourself -- eb_playsound_wav.ncs Hope that helps anything of your projects, and may the Force be with you!
  9. 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.
  10. 1 point
    Just can say that I was using another MOD but finally I've substituted it by this one. Very good work
  11. 0 points

    Version 1.0.3

    540 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.