Leaderboard


Popular Content

Showing content with the highest reputation on 12/10/2020 in Posts

  1. 2 points
    We knew you were up to something... It's a tough call between Nar Shaddaa and Onderon, but if I had to pick one, I would go with Onderon.
  2. 1 point
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  3. 1 point
    At long last!! https://toucharcade.com/2020/12/08/star-wars-knights-of-the-old-republic-ii-the-sith-lords-kotor-2-iphone-ipad-android-release-date/ The only question is: can the tslrcm/m74‐ep mods be installed properly (at least on Android in my case)?
  4. 1 point
    That's only enabled when using the "Use TXI text for all TGA". You can either type, paste, or load the TXI text into the window. In the default state ("Use TXI file for each TGA"), it will automatically load any TXI that is named the same as its parent TGA and in the same directory. Typically you'd normally use the default mode, unless you are batch processing a bunch of textures that all use the same TXI semantics.
  5. 1 point
    I hope the modding flaws of the first Kotor port aren't present in the Kotor 2 port... but I doubt it.
  6. 1 point
    View File TOR Ports: Pureblood Sith Female Player Head for K1 This mod adds a Pureblood Sith head and underwear model from The Old Republic MMO, ported to K1 as a selectable player head for female characters. A few notes: A unique underwear model is included, but because of the different way TOR and KOTOR mate heads to bodies, I had to add a neck stump to the torso to elevate the head to the right height. That makes for a pretty nasty transition at the seam line, but it should mostly only be visible in dialogue. Try not to have too many conversations while naked I guess. By default, the underwear is a sports bra and panties. For those wanting something a little more chaste, there’s an alternative modesty patch that provides a pair of shorts/hot pants instead. After running this installer, simply copy and paste the TPCs from the OPTIONAL folder to your Override folder, overwriting when prompted. Odyssey’s lack of proper specularity, much less the advanced (by comparison) graphical features of TOR, means you should expect that the textures will look pretty flat in KOTOR compared to how the originals look in TOR. KOTOR has a maximum bone limit per mesh of 17. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations, but probably nothing significant for mute player characters. Differences between how TOR and KOTOR handle animations mean that some of the bone weights are probably too strong, so expect some bad deformation occasionally. Especially when the game uses stunt animations in certain cutscenes. An example of this is the opening cutscene on the Endar Spire, where the eyelashes and eyebrows get a bit carried away. If you notice anything particularly egregious, post a comment with some notes of the specifics and a screenshot/video and I'll see if it can be mitigated. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 12/09/2020 Category Mods K1R Compatible Yes  
  7. 1 point
    View File TOR Ports: Pureblood Sith Female Player Head for TSL This mod adds a Pureblood Sith head and underwear model from The Old Republic MMO, ported to TSL as a selectable player head for female characters. A few notes: A unique underwear model is included, but because of the different way TOR and KOTOR mate heads to bodies, I had to add a neck stump to the torso to elevate the head to the right height. That makes for a pretty nasty transition at the seam line, but it should mostly only be visible in dialogue. Try not to have too many conversations while naked I guess. By default, the underwear is a sports bra and panties. For those wanting something a little more chaste, there’s an alternative modesty patch that provides a pair of shorts/hot pants instead. After running this installer, simply copy and paste the TPCs from the OPTIONAL folder to your Override folder, overwriting when prompted. Odyssey’s lack of proper specularity, much less the advanced (by comparison) graphical features of TOR, means you should expect that the textures will look pretty flat in KOTOR compared to how the originals look in TOR. KOTOR has a maximum bone limit per mesh of 17. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations, but probably nothing significant for mute player characters. Differences between how TOR and KOTOR handle animations mean that some of the bone weights are probably too strong, so expect some bad deformation occasionally. Especially when the game uses stunt animations in certain cutscenes. If you notice anything particularly egregious, post a comment with some notes of the specifics and a screenshot/video and I'll see if it can be mitigated. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. The portraits are the versions I made for K1, so they probably don't mesh well with TSL. I'm lazy like that. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Or preferably don't use the Workshop at all. A custom dancer outfit was added in v1.1. A patch has been provided for users of v1.0 to add this to their existing game. Only use it if you have v1.0. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Thanks to @VarsityPuppet for supplying a custom commandline version of his 2DA editor for the dancer patch. Submitter DarthParametric Submitted 12/09/2020 Category Mods TSLRCM Compatible Yes  
  8. 1 point
    Yes. Although wheter mobile survives M4-78EP's industrial zone is another matter (I never tried).
  9. 1 point
    @JediArchivistToday Aspyr announced official Kotor II port for phones, it will release december 18....
  10. 1 point
    It whould be great if someone could make a mod that allows you to bleed lightsaber crystals (more specifically lightsaber crystals of the jedi that you find in the game. Vrook,sez kai ell,Kavar,Kaevee,etc...) giving you dark side points in the process.
  11. 1 point
    If it's alright, I thought I'd share some of the scripts from my mod, since I got quite a few of them from the old thread, as well as various others on Lucasforums. Give an item to the PC: void main() { CreateItemOnObject("(TAG_OF_ITEM", GetFirstPC()); } Spawn an NPC: void main() { //These are the X, Y and Z Co-Ordinates. To find these out, use the "whereami" cheat in KOTOR. As for TSL, I think there's an armband mod that gives it to you but I'm not sure. vector vPos; vPos.x = 0.00; vPos.y = 0.00; vPos.z = 0.00; // This is the angle the NPC should be facing float fAngle = 0.00; CreateObject(OBJECT_TYPE_CREATURE, "NPC_TAG", Location(vPos, fAngle)); } Kill an NPC through dialogue: void main() { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF); } Add a new Class to an NPC: void main() { AddMultiClass( CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag("TAG_OF_NPC")); // Unfortunately I don't have the full list of classes on me at the moment, but that's how to make a character a Jedi Guardian at least. } Make an NPC walk/run to a location: void main () { object oNPC=GetObjectByTag("TAG_OF_NPC"); float x=0.00; float y=0.00; float z=0.0; int bRun=FALSE; //If set to TRUE, the NPC will run to the location. vector vPoint=Vector(x,y,z); location lPoint=Location(vPoint,0.0f); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionForceMoveToLocation(lPoint,bRun)); } Make an NPC Hostile: void main() { object oNPC = GetObjectByTag("Tag_Of_NPC"); int iFaction = STANDARD_FACTION_HOSTILE_1; //This works for all other factions as well, but, like the classes, I don't have them on me at the moment ChangeToStandardFaction(oNPC, iFaction); } Check to see if a global is a certain number: int StartingConditional() { int iResult = GetGlobalNumber("Your Global"); if ((iResult == [Global Number You Want])) { return TRUE; } return FALSE; } //Attach this to a dialogue and it will only appear if the global is the correct number //I think this works for Journal Entries too, just replace "GetGlobalNumber" with "GetJournalEntry" These are all for KotOR I, so I'm not sure if these work for TSL. Please do correct me if any of these are wrong, and I'll edit the post right away.
  12. 0 points
    Seasons Greetings! Hope you all have a Happy Life Day, or whatever holiday you do (or do not) celebrate! These are the main characters that I've "dressed up" in appropriate Life Day color schemes in my Nar Shaddaa stronghold which has Life Day decorations year round. (Well with the exception of the Trooper who's on her ship.) Smuggler Sith Inquisitor Republic Trooper Jedi Consular If you play SWTOR, will you be participating in the Life Day festivities this year?
  13. 0 points
    I've seen this and it makes me verry verry happy! :D Now my ongoing work to port K2 to K1 becomes redundant, so I will close / delete everything related to the port.... A moderator please lock this thread, thank you! A huge thank you goes to everyone that has offered me precious help and advice with the project! I will instead choose to focus my energy to try to make Aspyr's KOTOR II Mobile compatible with TSLRCM and M7-48!