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Showing content with the highest reputation since 11/21/2024 in Posts

  1. 5 points
    A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
  2. 3 points
  3. 2 points
    Hi there ! Sorry mb it's me i don't understand the Jedi Warden thing ? Is this a K2 feat ? So yesterday i released a proper trailer for the work in progress for the Endar Spire section. My goal with the mod is to apply more or less the same philosophy to every locations of the game in the very long run. This work would not be possible without the authors credited in this video and in the video's description. I do not want to release the alpha build without any proper content to go alongside it, and the Endar Spire will be the first piece. I am looking forward to complete the crystal cave aswell and revise most of the weapons until Dantooine. I'd love to cover the entierty of Taris, but its going to take a lot more time, so the Alpha build will release before this. Once the alpha build is released, i'm gonna delete this threat and open the proper one.
  4. 2 points
    Coming back to this topic ! I did not achieve my complete ambition for the crystal cave unfortunately (but I learnt many, many valuable things !). Atm, i will stick to few Duros and Mandalorians, gonna see if i can make custom mandalorian breathing mask models aswell. Taking step forward toward my main project, the Kotor Expansion Pack. I needed to redo most of the classes, force powers and companions. I figured I would start with this, and then add content upon this. Here is my first showcase for this huge project, i'm gonna shutdown this thread and create a proper one for the Kotor Expansion Pack in due time, displaying the entire content for this thing and the complete credits list for authorized content by other modders. This will basically be the all in one pack containing my entire content, and some quality of life content.
  5. 2 points
    Thanks for the heads up, I expected it to crash in some places which is why I put a warning in place, unfortunately I haven't had the time to get back to testing this as I have been busy with my main project at the moment. But I will take another look at it when I get the chance.
  6. 2 points
    Points 1/2: There are some models available out there for: - Stormtroopers - Stormtrooper weapons - Clone Troopers - Darth Vader - Anakin - Movie Jedi Robes - Movie Bounty Hunters / Mandalorians You could use those for your own personal mod development or seek permission to include them in your mod. Alternatively, create your own models which is obviously a lot harder (which was already suggested). You would also need to do this when creating new areas too, you ‘could’ reuse current models for your levels but wouldn’t advise as it would not look like any of the planets you’re trying to achieve. Points 4/5: In regards to restructuring the story, this part is actually fairly easy (depending on what mechanics you want from your cutscenes, quests etc.), it’s just going to take a lengthy amount of time. It can be achieved initially by removing all quests & global, then removing all trigger points, scripts relating to triggers from each levels .mod/.rim files, you’d also need to remove characters and any placeables you don’t intend to use. If you were to model your own levels, the likelihood is you could leave the existing stuff & just add your own additional content. Please note, all the above resource I mentioned is intended for Kotor 2, I’m assuming you want to mod this game. If you have any questions, feel free to drop me a message & I’ll assist where I can.
  7. 2 points
    All of it is possible, none of it is probable. Take it from someone that knows: never go full total conversion.
  8. 2 points
    So I typically use duckduckgo for my searching, but it turns out that deadlystream is never in the search results, even when very specifically searching for it. Now, being aware, this isn't a problem for me since I can just use google for any searches relating to DS. But I could imagine that some people less familiar with the site and using these search engines (such as if using MS Edge where Bing is default) might be confused. But more interestingly, any idea on what causes this?
  9. 2 points
  10. 1 point
    Not necessarily. Off the top of my head, the only other obvious examples I can recall are for Matrik laying mines and Calo throwing a grenade. I don't think there are any problems with either of those. For the former, that presumably explains why the trapkit models protrude beneath the floor. But as far as weapons go, yeah if you are creating a custom scene then it's probably not great. A better, or at least more flexible, alternative to the current approach would be something like the stunt weapon holding rig I made for taking screenshots of my melee weapons mod. Basically an invisible character that's just a couple of hand hooks. Going that route would allow you to equip any weapon you wanted dynamically, without needing custom models for each one. It would probably require different positioning depending on the weapon though, for which you can use different animations.
  11. 1 point
  12. 1 point
    If you want to test it, try this and see what happens. Duncan_Stunt_Blaster_Test.7z
  13. 1 point
    After several years, I return to post about a possible bug. When you are watching the duel between Deadeye Duncan and Gerlon Two-Fingers, Deadeye drops his blaster. During the cutscene, you can see a close up of the blaster on the ground. All is fine with the original model, but for some reason, using the high quality blaster model from this mod, the blaster seems to lie a little bit over the ground. Actually, it may just be that both blasters aren't properly on the ground but the high definition model simply projects its shadow while the original blaster doesn't. The pictures down here illustrate. I checked the position where it spawns (BP_GUN_SPAWN) and its Z position is set at 0.12, but even changing it to 0 there is no difference. Has somebody any idea about what's going on?
  14. 1 point
    TSLRCM related threads should be made in the TSLRCM section, not the Mod Releases section. An Admin will probably move this thread there for you, but in the future that is the place you should direct these sorts of questions to. The problem sounds like a problem on your end, everyone else seems to be able to download TSLRCM from here without any trouble. If the download says 0 bytes and just goes on forever without ever increasing, have you tried cancelling the download and starting again? Have you tried turning your computer off and then starting again? Have you checked your wifi to ensure you have a good connection to be download such a large file? Do you have enough space on your computer to download the 131.56 MB file that is the TSLRCM installer?
  15. 1 point
    You haven't, and the fact that the link is unavailable is the proof of this. If you check the first post of this thread you will see the following quote: All you have done is attach your mod to a post, that isn't the same as uploading it to the site. You go to the download section, and you click on the big blue "Submit a file" button on the top right corner and that will take you through the menus to upload your mod to the site proper. Once it is uploaded, an Administrator will have to approve the mod before it can be seen by the public. On it is approved, a thread will be auto-generated for you in this mod releases section. Trust me, even if your attachment wasn't broken all it'd take is ten or so mods to be uploaded to the download section and this very thread will be drowned out and hidden from the community because no one goes looking for mods in the Mod Releases section, they do that in the download section. I hope this helps
  16. 1 point
    As is mentioned about Bug Reports in this post, links are required for assistance. I think you'd definitely need to provide the links to the two mods that N-DReW25 pointed out but providing links for all of them would be for the best. (Yes - even if they are on this site.)
  17. 1 point
    View File Modder's Resource - Weapon Icon Background Templates Modder's Resource Weapon Icon Backgrounds Kaidon Jorn - Dec 2024 These were the backgrounds for lightsaber icons that I used to use for my old HotOR, SLM, and DHRM mods. They are in .tga form on transparent backgrounds at 600x600 IIRC. Not sure if anyone would want to use them but here they are if you do. -KJ Submitter Kaidon Jorn Submitted 12/07/2024 Category Modder's Resources  
  18. 1 point
    It's problematic. For one, it would be a male only item since there is no female version. Furthermore, there's 2 3D robe models (Jedi and Master) for players/party members, you can't really* have only one item use another model. * You can use the Revan/Starforge robe model "slot" to use a new 3D model, but you can then only use one mod that does that. You also need to fix Atton's entries for this "slot" (columns in appearance.2da) because he doesn't have any values there, which causes a crash if he tries to equip the item. All in all, tricky business.
  19. 1 point
    I will do. This isn't possible to do. I have been trying to do so for a long time now, but the kotor modding community is relatively small, the game has a lot of bugs and requires specific know-how to work with. Early on I had hoped to get the entire community involved in the project, but it just didn't happen. There is also a lot of debate that revolves around which game is better or which version of the games are superior. Some of these things would have to be figured out before moving forward with a large team, though I have tried to support all versions of the game on my own so far. I am more than happy to hear what people have to say, I just wanted to point out the reason why some things haven't been done. Would love to spend every waking moment working on this project sometimes, but I also have a lot of other projects that I work on and not enough time to do so. Here's to hoping that I can indeed one day finish the project, but I wouldn't hold your breath as the scope and scale of it is almost inconceivable.
  20. 1 point
    View File AQUALISH HD This mod will replace and update texture files. To Install 1. Download: Aqualish HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Submitter Dark Hope Submitted 12/03/2024 Category Mods K1R Compatible Yes  
  21. 1 point
    I would like to give an update to the development of the Revenge of Revan mod. The good news: I, as a developer of the mod, have done my part for the Episode One release - that includes writing dialogue, placement of NPCs/placeables, loot within placeables/NPCs/merchants, and setting static cameras to name a few. All that needs to be done now is a proper bug test to iron out any undetected bugs and to ensure that it can be played from start to finish without game breaking interruptions. The bad news: I am not the team leader of the mod, that would obviously be @Logan23 who is missing in action. Now, during my time in developing the mod Logan has disappeared like this before and when he came back he revealed he had to take a hiatus to deal with real life obligations. Now, when Logan disappeared the first time it didn't really affect the mod because I would simply focus on one module then move on to the next to continue development, but this time around I don't have anything left to continue developing because I've finished everything I could develop alone. If Logan came back tomorrow, a beta could be achieved by January. But alas, real life obligations takes priority over our modding hobbies. But do keep in mind: Logan doesn't say when he is leaving or when he is coming back, I only found out what happened by asking him once he came back the first time. So unless Logan returns I don't know for sure whether Logan is on a temporary hiatus or if he's passed away due to a tragic car accident or something. Now whilst that last bit is highly unlikely, if that is the case then Logan would obviously never be returning and so too would we never hear anything about the status of the mod. So, this is what I'm thinking of doing in the mean time: Dev Diaries. The format of these diaries would be similar to Scorchy's old Kotor 2 Let's Play, the first diary would showcase the changes done to the Jedi Temple at the start of the mod and show off the changes we've made in comparison to the old Demo. There would be multiple diaries detailing a section of Episode One until we reach the end, there would be quite a wait between diaries so if Logan still isn't back after these diaries I'll consider making dev diaries for Episode Two's content. If Logan still isn't back after all that time, the next set of dev diaries will become post-mortem diaries detailing the content that was planned for the other planets as by that point it can be assumed something has happened to Logan. These post-mortem diaries would detail my own interpretations of how these planets should be written, though assuming Logan does come back and we do get to develop these planets my own interpretations for these planet will not be the final product as Logan can veto my ideas he doesn't like for any given reason or he can embrace ideas from other team members whose ideas are better than mine. I have created new NPC characters for Revenge of Revan, some appear in Episode One and some are planned for future Episodes so if we ever do reach post-mortem's I can still continue the Scorchy style format by using Holocron Toolset to position these characters like sock puppets to create a visual of what it is I'm showcasing. Now, I really do hope we never reach a post-mortem stage and that Logan is living well and will be able to see at least some of his mod released for you to enjoy. I would like to ask you all, what do you think of this dev diary idea of mine? Would you like to see these written out and released so you can at least see all the work that has been put into the mod thus far? Or do you have reasons to oppose such a move?
  22. 1 point
    And after all that you didn't go for the threesome?
  23. 1 point
    No, you don't use an extension, just the base script name. Seems like that function was cut, along with a bunch of others. You can check nwscript.nss in the Override folder to see the available functions. It's what your script is compiled against. There are some functions that would display floaty text: void DisplayFloatyFeedback(object oObject, int nStrref); void ShowHint(int nMessageStrRef, float fDurationInSeconds); void ShowDialogBox(int nMessageStrRef, int nShowCancel, string sOkScript, string sCancelScript); But they requires a StrRef (i.e. a string in dialog.tlk) which is kind of a pain in the ass. There are also the various debug Print functions for outputting to a log file, but just like KOTOR they presumably won't work in the release version. Talking about cut functions, it seems GetPlayer() is the replacement for GetFirstPC(). One thing you could do to determine if the script is working is have the player do an animation, or apply some VFX. You could also use this as a sort of half-assed alternative to a log file. Do some checks of the global states after you have changed them and play various animations based on whether they return the value you want or not. But even random StrRefs from the TLK would work as well I guess if you want to use DisplayFloatyFeedback. Choose StrRef 375 for a laugh.
  24. 1 point
    Is there a difference between the two globals? / Are both required (Are they both created by you)? This is what is wrong with the modern community, it's a free-for-all or some 'old timers' don't want to make room for fresh blood! That's how a community dies eventually. Had my fair share over the years on other forums but I ran into one when I started with Kotor modding unfortunately, although I couldn't care less & I just do my own thing 😅. I'm assuming the .dlg file & .ncs files are the ones you copied to override right (You don't need to .nss)? You will need to reload the game after doing that so the game loads the new files in your override folder, then find the npc/object that starts that dialogue & it should execute the script. As DP said, it would be worth also adding some sort of debugging to see if the script is actually being executed. I'm not familiar with Jade Empire, it's not something I've ever played before so can't help on that front!
  25. 1 point
    You only need to add it in the Script field. That will automatically execute it when the line plays. You can try adding some debug feedback. I'm not sure if JE still has all the same script functions. Does it even have a combat log? Been a while since I played. Anyway, try adding the following to the script: SendMessageToPC(GetFirstPC(), "SCRIPT FIRING");
  26. 1 point
    I’m not 100% how Jade Empire works but with kotor we have a few ways a script can be executed. These include dialogue (as DarthParametric advised), triggers that the player can walk into, actions with objects/npcs such as on death, on spawn etc. I suppose it makes sense to know exactly *how* & *when* you want it to execute, do you just want it to be something that executes randomly after an event or during a specific event?
  27. 1 point
    Just edit any DLG that you can quickly access in-game. One of the companion DLGs would be the easiest. I haven't looked at JE's file structure for years, so I couldn't tell you where to look. The easiest solution would be to just find a mod that already edits one of those DLGs and steal it as a basis. You only need to keep it long enough to execute your script once.
  28. 1 point
    Easiest way is probably just to attach it to a dialogue.
  29. 1 point
    Kexikus, people like me that use jc2's Camera Mod version 2 have a problem with your signature on skyboxes. Ironically, this version of the modification was recommended by jc2 himself to be used to enjoy HD skyboxes like yours: VERSION 2: Only modifies the player's ability to look straight up and straight down. If you have any High Quality Skyboxes or HQ texture mods for Kotor 1, then you might want to be able to see all of them without wasting time moving your player to the farthest side of the map, just to look up. But this is what I see when I look up at the Tarisian sky from Upper City South:
  30. 1 point
    Hi there ! I am thinking about fractioning the work into smaller mods you could install seperately from the complete thing. But one step at a time ! I'm preparing a discord server to properly receive feedback, and i'm looking forward to an alpha build release. A lot of changes happend to the base game scripts also, and I did not extensively playtested this myself (only for a couple hours of gameplay on Taris). In the meantime, i'll keep posting some other videos regarding companions and things. Today I covered Jedi Guardian and force powers.
  31. 1 point
  32. 1 point
    Yes, unfortunately the "add column to .2da files and make them work" has always been a modding pipedream. 😔
  33. 1 point
    What the heck, I never did anything with my sad attempt years ago, perhaps one of you will do better. I was hoping someone might make landing and take off videos for deathdisco's Jedi Temple mod. A simple bullet point list of suggestions: Use any music from KOTOR, TSL, or SWTOR that fits your videos. Use this skybox mod for the skybox. Have the Ebon Hawk fly past either (or both) of these windows . . . completely optional: also add these 3 additional textures to your Override folder as well If you're checking out this thread and you also don't have the ability to make movies, why not drop a like on this post to let people know you're interested in this request?
  34. 1 point
    Anything with the MG prefix is "minigame", i.e. either turret or swoop (the former in this case). Stunt is a layout only used for cutscene versions of the Hawk. You should refer to the list below for the module names (i.e. m12aa.lyt is the one you want) :
  35. 1 point
    Allright, I settled down on my scenario idea for the unused room : A lonely Duros scientist would be working there, the kinrath would not attack him (an idea i borrowed from TSL). He is held hostage by Sherruck and extract crystals for him, but he would initially introduce himself as a biologist. I already managed to script random patterns for him to perform in the cave when he does not talk to you (working on a bench, checking the caged kinrath, working on a metalbox, grabing food on the ground near the firepit), his heartbeat turns off when you converse, so nothing wrong here. The duros lines would bear TSL voicelines, just for the extra variety value. Right now i am working on an absolutely extensive dialog tree (at least, this is the first one i do, and i feel it is ambitious) with a new quest, numerous options and outcomes : - You have to gather clues to make the duros spit the truth. - The gameplay ideas. - The outcomes. I located some Canderous lines i can reuse to make him speak a bit during the conversation, as he is a mandalorian it is fitting. At some point i would need to bring some lines for the other companions aswell, at least 1 or 2 to bring life to the whole encounter. I am starting to mess around with the global variables, various checks, scripts and stuff ... The ammount of work is tremendous. The dialog tree is very hard to pull out, i have most of the lines written, but now i need to compile everything into the single dialog file. After that, i would need to introduce him on manaan with on_enter script in the desired module. This is absolutely my main project at the moment, and i will not work on something else until this is done. Its going to take a while, but i feel it is achievable ! So excited to display a final result some day. My only next update on this thread before finishing the project will be : A video showcase for the whole scripting random behaviour part on this post, and some of the dialog lines/outcomes. After that, i won't post until i have my finished and polished product - An extra idea for the road.
  36. 1 point
    Another exciting update! The Gloveless Commoner Clothing Restoration is now an optional installation, this was done because Dark Hope's recent commoner reskins are incompatible with this feature. Users of Dark Hope's mods will now be able to install RC-K1CP without Gloveless Commoner Clothing to prevent this incompatibility. Restored additional lines to Canderous' Korriban dialogue, as this hard edits "k_hcan_dialog.dlg" this has been made optional just incase some mod exists out there that edits that file. The unused Sith Officer Uniform variants are now restored and is an optional installation, this was done to avoid conflict with Heyorange's Sith Uniform Reformation which removes and drastically overhauls the Sith Officer Uniform and their variants. Users of that mod will be able to install RC-K1CP without Restored Sith Officer Uniforms to prevent a possible incompatibility. Restored unused Jedi appearances on Dantooine and the Star Forge. For more information on this update, please check out the main RC-K1CP mod page!
  37. 1 point
    Since TOR released a set of the Star Forge robes not too long back, I figured it might be a useful basis for a hybrid version with the vanilla cape and loincloth (the TOR version is only painted on) married to SS's flowing robes animations. At this point I've done the initial import, scale, and pose, and am now ready for the transfer to the KOTOR rig. Thanks to the Blender I/O script, I was also able to bake out the tinted textures, which is much easier than trying to approximate it manually as I have had to do in the past. Here's where it's at currently: I still need to fiddle with a few bits and pieces, and there will no doubt be plenty of tweaking to do once the rig transfer is done and I can test out animations. I also have some folded down hoods taken from other sets that I will try to marry to this torso for a hoodless/maskless version. But that will require a fair bit of massaging to get them to fit, so I'm saving that for later. Still not sure about the cape. I think having it white as well would be a bit too overpowering, but I'm not entirely sold on the brown. And I haven't done anything for the DS black version as yet. Since there's no TOR version of that colour scheme for this set, I'll have to cobble something together myself.
  38. 1 point
    02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
  39. 1 point
    I just registered, after a long absence from everything KotoR and TSL, because I recently reinstalled it through steam, installed a bunch of mods, reshade and whatnot, to give it another spin. Long story short: I ran into exactly the same problem and I think I found the solution and an explanation as to why this crash seems to appear mainly with the CD- and GoG-Version. There is a commonly known typo in the steam-version of the game which normaly prevents the crash from occuring, which is the absent spacing between words in the games .ini concerning the Vertex Buffer. In the steam-version of the game this reads as "DisableVertexBufferObjects=1" and is corrected by most players who install a bunch of mods, as this line seems to generate bugs with textures - I would the reason for that imagine to be an address-overlap between the VBOs and the Textures of some sort, but what do i know. However. If you own the steam-version and reinstate the line in the "swkotor2.ini" from your manually "corrected" "Disable Vertex Buffer Objects=1" to "DisableVertexBufferObjects=1" it seems to be running fine again. And I've just realized; the last post is nearly a year old - my apologies, but if anyone is still having the problem: this was a working solution (for me).
  40. 0 points
    Interesting that I find myself mentioned directly! For future reference you can @Janetgeorge67 with the @ symbol followed by a name to tag people. While these little fixes can appear to be seemingly simple, they soon cascade into a larger set of problems or grow exponentially in the time required to apply the relevant fixes due to the number of models involved. Usually modders pick and choose what they want to work on/with and this results in other things getting left behind, not so much shrugged off but not being focused on. For example @Salk recently asked me about applying Shadows to the placeable models, which is definitely something that is considered to be simple. What is not simple however, is how many there are, a total of 222 placeables or 232 entries in the placeables.2da file, 10 of which are dud entries or placeables, there are probably a few more and some which don't need shadows at all. So while fixing the shadow for one model, might take three attempts and 15-20 minutes, at 15 minutes each that soon cascades into requiring 55.5 hours of work to apply that same fix to all of the placeable models, based entirely on the assumption that it is the first model I tried it with, this doesn't take into account the extra time it takes to find a good location to view the placeable from to ensure it's shadow looks good or that something hasn't been missed due to the way the model is set up. So for something as simple as ticking a shadow flag on 222 models, it can soon result in requiring between 3 & 4 days ( SOLID ) of work. While I have been trying to persuade everyone to work on one overhaul of the game so that these things are more easily accessible for people, modders are busy with their own lives and they often like to pick and choose what they work on anyway. Up until very recently it has been just me working on the Expanded Galaxy Project and while I would love to include everything, that isn't always possible as first I have to get permission to do so, then I have to properly include it, both tasks can take many hours or days, sometimes even longer with regards to getting permission. And even now, there is only one other person working alongside me that I have also had to tutor to bring up to speed with the project and various intricate details of the game and how it works. There is also the hotly debated topic or issue of what should or shouldn't be included with what mod or project, for example some people like to attain just fixes to the base game, nothing aesthetic in order to maintain the vanilla look and feel, while others like to go for the full overhaul route, there is also mods that seem out of place and are only going to be used by some people, stormtrooper armour for example. Even with my project, there are people that like things one way or want it to be another and I have to try to take that into account while also staying focused on what I think matters. Mod requests aren't always even looked at, it might not have been specifically ignored and even if it was, that would only be because people have their own projects to work on. You also have to remember, modders don't get paid, so while I am considering doing the shadow fixes for KotOR1, the thought of spending 60 or more hours doing so puts me off of the idea, coupled with the fact that I would then need to do exactly the same process to fix them for KotOR2 which I took a look at doing and it seems would require even more time to do so, because the lighting system in the games isn't perfect. For example see the following screenshots. Ignoring the big shadow in the middle which is cast by something else. The star map casts a shadow which can be clearly seen. However! Because of the way the game works, the moment it is off camera, the shadow disappears. Now, it might be possible to fix this by adding a dummy mesh that takes up a large amount of space to ensure it is always visible, but this could again require perhaps hours of tinkering and testing to get perfect, it then would add another 5-10 minutes to the time it would take to apply to each placeable model. Given a conservative estimate of 30 minutes a model, that adds up to 111 hours of work. So for what might seem like some, to be a seemingly simple issue or fix, the scale of applying them to a large number of models, soon becomes troublesome. As showcased with these screenshots, it took me three attempts to get the desk placeable looking right in KotOR1 This is because the model has various parts to it and those parts all interact with the lighting system, as can be seen here the panels prevented the shadow being cast. So I went back and enabled shadows for that part of the model. Only to go back in-game and notice that I had missed a part on the side. Which meant I had to do it again. ( this can be seen in the bottom left of the shadow and is caused by the light on the side ) I hope this illustrates my point and why perhaps not every mod request has been seen to. People also tend to take on mod requests which interest them personally and ignore those that don't which is perfectly understandable and entirely fair.
  41. 0 points
    Hello, You're quite right it will be in globals.2da, what are you using to execute the script you're making? Is it through dialogue, a trigger, other?
  42. 0 points
    Can you send your spells.2da from your override folder / show a screenshot of the bottom lines please?
  43. 0 points
    KBlender will automatically load all referenced textures as long as you have defined the texture locations in its settings under Edit -> Preferences -> Add-Ons: You can specify multiple folders separated by a semi-colon ( ; ).
  44. 0 points
    This is a list of the tools you will need to start modifying KOTOR files KOTOR Tool by Fred Tetra download The swiss-army knife of KOTOR modding, and the first thing any KOTOR modder needs. View and extract all game file types. Also includes a built-in GFF Editor, 2da Editor, Script Editor and DLG Editor (k1 only) which are all serviceable. KGFF Editor by tk102 download (unofficial tool archive) Edit files saved with BioWare's Generic File Format. This covers a broad range of game files - everything from characters to stores to triggers to journal entries. ARE, GIT, IFO, JRL, PTH, UTC, UTD, UTE, UTM, UTI, UTP, UTT, UTS, UTW are all examples of GFF files. ERFEdit by stoffe (updates by FairStrides) download Pack and unpack the ERF and RIM archive formats, including the related MOD, SAV, and HAK formats. ERFEdit can extract resources from any of these files or create them. If you're editing an area or creating your own, you'll want to use ERFEdit to package all its contents in a .mod file for release. 2DAEditor by VarsityPuppet download Edit any 2-Dimensional Array (2DA) file. 2DA is a fancy term for a spreadsheet and a lot of critical files are 2DAs because spreadsheets are handy - things like character appearances, player classes, and item types. 2DA Editor has a few nifty features that KOTOR Tool's editor lacks, like filtering search terms and copy/pasting cells.