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Showing content with the highest reputation on 05/01/2021 in all areas

  1. 2 points
    That is not in the mod! Those are from Brotherhood of Shadow: Solomon's Revenge.
  2. 1 point
    Only global scripts have Bioware's original source. The module scripts are binary only. But I have cleaned up the generated source for a lot of the module scripts in the course of working on K1CP over the last couple of years, especially Dantooine. #include "k_inc_dan" void main() { object oPC = GetFirstPC(); if (GetLevelByClass(CLASS_TYPE_JEDICONSULAR, oPC) == 0 && GetLevelByClass(CLASS_TYPE_JEDIGUARDIAN, oPC) == 0 && GetLevelByClass(CLASS_TYPE_JEDISENTINEL, oPC) == 0) { TurnPlayerIntoJedi(); } ClearAllActions(); } Many of the module scripts make heavy use of planet-specific include scripts, which you can find in the global source. As such what at first glance seem like large scripts often turn out to be quite simple, once you've cleaned out all the external functions.
  3. 1 point
    I posted about this. I am having much difficulty in placing a script to spawn a replacement character. There are six versions of the regular "p_bastila" encountered on the Rakatan Temple. There is a final "unk44_evilbast". I do not know how the replacement character, 0, "p_sarna", in the party would be affected, or affect Bastila, but I always play a Light Side character.
  4. 1 point
    Expanded Galaxy Project 1.0.7 Update ( Project & Patches available on ModDB, NexusMods & Discord ) Demo Available on DeadlyStream. https://deadlystream.com/files/file/1717-expanded-galaxy-demo/ Currently that I know of RoR, K1 & K2 can now all be played through in full under the same installation using the templates I provide to swap between them. ( I haven't tested the RoR demo in a little while now but it should still all work fine, I have tested K1 in full multiple times throughout the course of working on 1.0.6 & 1.0.7 as well as have tested K2 up to leaving Telos Academy and tested the latter half of the game multiple times before ) I also have a template that works and allows you to install TJM at the same time as well, but I am awaiting permission to release it. It is also now possible to use the RoR heads in K1 & K2, by installing the Expanded Galaxy Project ( you don't have to install the port, but the templates will be required to swap between K1, K2 or RoR. To do this simply install Expanded Galaxy Project for K2, then install RoR on top of that, then use the template from the Port to swap back to K2 ( K2E Install Template ) Then copy appearance.2da, heads.2da and portraits.2da from the RoR template or install over to the override folder. https://drive.google.com/file/d/1K3RvDkG5n_8Dp66Gd3KX5FYlitwKmbZy/view?usp=sharing The above template allows you to swap back to playing RoR. Hopefully this makes sense to people and is a valid enough excuse to bump my own topic. The overall goal of the project once again is to improve both games as much as physically possible within the limitations of the original engine. Random Desktop Backrounds! Thanks to everybody that has helped the project so far and continues to do so, though it is still just me working on the project for the best part I continue to see new and interesting releases every day as well as receive useful / helpful advice from many, now with the majority of the issues out of the way I can finally begin building on the first game as much as possible and importing variables over from savedata that will allow for changes to be made to the second game using the save importer by lachjames which can easily be modified to import other variables. It is my hope to have the overall outlook of each planet in the first game reflect the initial outlook of each planet in the second game. As well as have a strong story revolving around the main character / companions and another simple galaxy crawl and search for this or that. In the case of K2 that will be the Padawans to the Masters that were on Katarr during the devastation of the Jedi, or something along those lines. For K1 that will be something surrounding getting in contact with the Council for better or for worse to discuss what happened to you. For now the RoR heads / species is optional and do not have specific stat boosts in K1 or K2. Thanks for reading and keeping up with the project. This is a short trailer for the KotOR Port a part of the Expanded Galaxy Project, made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special it does highlight the state of the project quite well. Note : The port is currently not available on DeadlyStream and is only available on ModDB or NexusMods. Note : The port is an add-on for the Expanded Galaxy Project. UPDATE : Brotherhood Of Shadow : Solomons Revenge Preview Upcoming Port Patch Notes ( Dialogs Fixed, Missing Scripts Decompiled & Recompiled + Animations Fixed & More ) Construction Complete! The Expanded Galaxy Project or at least it's foundations are finally! no longer under construction... This means a lot of things. It has also come to my attention that many people think Shadow should be voiced due to being such a main character. Which means I might be starting to look for voice actors to help with the project. ( Primarily to voice Shadow and replace Voiceover from Brotherhood Of Shadow : Solomons Revenge ) As well as Writers, Modders, Modellers, Texture Artists and Testers. From here on out I am looking to write a story or set of stories that tie both games together. As well as continuing to enhance what already exists in both games as much as possible. And beginning to focus on implementing new content and merging content from all three parts of the project in order to allow for greater freedom in future mods. I will also be releasing all of the source from both projects or rather I will continue to package the .nss scripts with each and every module as well as the Override folder until the project is much more complete which means people can use all of it to learn from and use to make mods for the game. If and where possible I will write more tutorials and continue to document whatever I work on for the project to the best of my ability. Thor110 Quick Update : I have fixed the broken walls of Sleheyron and Manaan! Kashyyyk's broken level was fixed some time ago. The only level that remains broken isn't even a part of the Port project, which is Taris from Brotherhood. In which you get to play a random Twi'lek Jedi Captain of the Republic instead of a main character of BoSSR because I have not ported all of the characters yet. UPDATE : I have finally got the Sleheyron Arena's working, I don't know why I stopped trying before must have been busy with other levels. Awesome to finally run around these arena's myself too!
  5. 1 point
  6. 1 point
    Version 0.16 of the engine has been released, which achieves a major milestone: the Endar Spire has been made completable. This is among many other things, such as lip sync and PBR. As always, if you're interested in checking reone out, you can download the latest release from GitHub, or build it from source. https://github.com/seedhartha/reone
  7. 1 point
    Love the colors and the texture but I think the core is too thick.