Popular Content

Showing content with the highest reputation on 01/11/2019 in all areas

  1. 4 points
    This is a small collection of tutorials I took from LucasForum many years ago. It is entirely possible that all of these tutorials exist here already; if that is the case this post may be deleted or edited as the moderators see fit. included in this 7zip are the following tutorials: Adding planets to the Galaxy Map in TSL BioWare's official Aurora Creature Format document A basic Dialog .xls template (I may have made this, but I doubt it) Editing items using KotOR Tool Item Properties Non-script method for adding player-made items to placeables Saber Tutorial Storyline Mod Tutorial To add a planet to the Galaxy Map via scripting KotORTutorials.7z
  2. 2 points

    From the album: Test

    New Leaf Texture Preview
  3. 2 points
    This is a brief overview. I would suggest starting by creating a folder to hold all your working files, with sub-folders as appropriate (here's an example) Extract both the RIM files for the module in KTool under RIMs -> Modules. Select unk_m41aa.rim and unk_m41aa_s.rim in turn and hit the "Extract Entire RIM File" button on the top right (I put them in the SOURCE folder in the above example) Using the ERF/RIM Editor, create a new MOD file named unk_m41aa.mod Select all the module's files you extracted in KTool, and drag them into the ERFEdit window, then save the MOD Make a copy of the module's GIT file, m41aa.git Open the GIT with K-GFF Start by going to View -> Fold All, then expand the base STRUCT node to reveal the GIT's structure Expand the CreatureList node If you expand the first few STRUCTS, you'll see there are already three Gizka in this module using two ResRefs - unk41_gizka and unk41_gizka002 Checking those UTCs in KTool, we can see some important dev notes in the Comments tab, so we'll go with unk41_gizka In K-GFF, right click on the first STRUCT and choose Copy STRUCT and then right click on the base CreatureList node, right click, and choose Paste STRUCT A duplicate of that STRUCT will appear at the bottom of the list, which we can now edit as appropriate Before proceeding further, you'll need some co-ordinates. You can generate these either via loading up the module layout in Max/GMax or by running around in-game with an armband that spits out co-ords of the player's position. Edit your new entry in the GIT, changing the X/Y/ZPosition values as appropriate You will see two values for rotation, XOrientation and YOrientation. These are the COS and SIN of the rotation in degrees, respectively. As these Gizka will be hopping around anyway, just leave the existing values. Repeat with duplicating and editing the STRUCT for however many new Gizka you want to add. Save the GIT when done. For testing purposes, you can just copy the MOD into your K1 modules folder, then open it with ERFEdit and drag and drop your edited GIT in. Save the MOD. Start the game and load a save from before entering the Central Beach module for the first time. Examine the quality of your handiwork. You'll probably want to test various position tweaks. They take a little bit to start hopping, so probably don't put them right outside the Hawk's loading ramp. Once you are happy, you can set up the mod with a TSLPatcher installer Read the included PDF for instructions on how to create a TSLPatcher setup The gist in this instance is you need to difference your edited GIT against the original and have it inject those changes into the MOD Here's a basic setup so you can see how it works
  4. 1 point
    I have begun writing a KotOR Modding Tutorial Series and have released my first draft, it will document everything I learn during development of the Expanded Galaxy Project. Please check out my project, topics, posts, pages, videos and more then let me know what you think, if you have any ideas for the project and leave a review on the ModDB Pages for both mods if you have tested them.
  5. 1 point
    Graphics card finally installed! Looks like I can get back to gaming tomorrow night. (I'll be working tonight so that's the only reason for a delay.)
  6. 1 point

    Version 1.0.0


    Description This mod adds 6 new heads to the game - five male, and one female. The five male heads are based on Carth, Trask, Shaardan, and Gadon Thek from KotOR I, and Dhagon Ghent in KotOR II. The female head is based on the Peragus Medical Officer. Each head comes with its own set of Dark Side transitions. This mod was inspired by the 8 New Male Player Characters mod, released by The Ossus Keeper in 2005. The mod makes use of TSLPatcher, for easier installation and compatibility. Installation Double click on "Install 6 Player Heads for KotOR 2", and hit the "install mod" button. Known Bugs Known Bugs ---------- - The Peragus Medical Officer head sometimes shows a line down the middle of the forehead. This is a defect in the model, which is not fixed. - The skin-tone of the Peragus Medical Officer head does not match the black female underwear skin. - The Gadon Thek head looks a bit disproportionate on some models. 😕 - The portraits don't look the same or as good as the vanilla game ones. 😕 - This mod was made using the 4CD version of the game, and textures may not look so good in the hi-res, Aspyr re-release.
  7. 0 points
    TB12 made a population function that automates this.
  8. 0 points
    The is only a single GIT per module. As I said above, make a copy of the GIT somewhere and then edit it with K-GFF. You no longer need KTool after having extracted the RIMs. Have a look at the archive I linked to at the end of the summary.
  9. 0 points
    You extract the entirety of both RIMs. Don't expand them or select any of the contents, just click on the top level and use the button noted above.
  10. 0 points
    The specifics can vary depending on what exactly you want to do, but as a general rule you typically define what creatures are in a module via the module's GIT. This dictates exactly how many instances of a given UTC are in the module (each creature doesn't necessarily need a unique UTC, you can spawn any number of duplicates) and where they are positioned. Alternatively, some situations may instead call for the creature/s to be spawned via script. This is typically the case for cutscenes or quests, where you only want the creature/s to appear under specific circumstances. In the case of your Gizka example, assuming you want them to be neutral (i.e. non-combat) background creatures, adding them to the GIT would be the way to go. For that you could just reference the pre-existing generic c_gizka.utc without needing to add a custom UTC of your own. All you'd need to do is figure out how many you want and where to position them, then add that info to the module's GIT and inject it into a MOD (that should be Central Beach I believe - UNK_M41AA). If you wanted to get more fancy and make them interactable, you could look at the Yavin station and Ebon Hawk modules to see how they handled being able to kill them.
  11. 0 points
    Join the dark side ! We have cool masks and stuff.