-
Content Count
1,932 -
Joined
-
Last visited
-
Days Won
117
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Kexikus
-
Oh... that might explain it xD
-
Ah, I didn't see that one... Shame on me. Anyway, this script worked but it didn't fix my problems
-
This download includes a file called aurora_fn_export.ms and yesterday I learned that this is an updated file from NWmax needed to properly export models for KAurora. So I took the file and placed it in 3dsMax/scripts/NWmax/nw_ie_inc to replace the original. Now whenever I run the NWmax script in 3ds Max I get the following error pop-up: It's a script load error with aurora_fn_export.ms: -- Syntax error: at ;, expected <factor> -- In line: And then 3ds Max just aborts loading NWmax. So now I'm wondering if anyone else had this problem and fixed it or if I'm doing something wrong.
-
Yeah, you're right. The bonus feat does not allow you to get the upgraded feats... I guess I'll need to figure out a way around that problem somehow. And the second answer sadly shows once again why K1 modding can be so frustrating...
-
Sorry for the thread necro, but I have some additional questions on this subject^^ First of all, if I give a character a bonus feat using a (natural) item can this character choose the upgraded version of this feat when leveling up? And as the second question: Is there a similar way to grant bonus powers using natural items (or scripts)? I wasn't able to find Bonus Spells as an item property so I doubt it but I figure I'd ask anyway
-
It's been a while but I finally continued working on this mod No major advances yet, but I wrote the general outline for dark side Juhani's party member dialog. It's basically the same as the original Juhani dialog with a few additions for new possible situations. Here's a screenshot, maybe you can spot some hints of what you can expect (although I made the spoiler parts unreadable ) Now I just need to write all of that stuff... And to make things more interesting I will also implement a system that will adapt Juhanis reactions to how far she has fallen to the dark side. Technically that's no problem but it will make writing the dialog even more complicated. That's it for now. Not much, I know, but I wanted to let you know that I'm back working on this mod.
-
Are you trying to open the saved .2da file in the Windows Explorer? That won't work since you need a .2da editor like the one from KotOR Tool to do so. Or is it that you can't see your saved .2da file in the Windows Explorer? In that case I would assume that you accidently saved it in a different place than you wanted. Also, make sure you save it as a .2da file and not as .xml.
- 5 replies
-
- Mods
- KOTOR tool
-
(and 1 more)
Tagged with:
-
I tried the KAurora method, but that changed nothing on the outcome. The model still looked the same in-game. So I fear it comes down to what Sithspecter (and Quanon via PM) suggested: It's probably a lightmap issue... which is kinda annoying :/ If that's the case I think it might be easier to just use placeables to add the stuff I want to add. Or are there any major downsides to that?
-
So, now that I'm finally back to modding I decided to complete a mod that I started quite some time ago but never finished because it requires editing of KotOR models and I've never done that before. But now I grabbed gmax and nwnmax and gave it a shot. Sadly that didn't really work, which is why I made this thread hoping that somebody can help me. Thanks to Quanons quick tutorial I was able to get the model into gmax without problems and to see if everything is working I wanted to just export the original model without making any changes. So I selected the AuroraBase and hit "Export Geom only". That was followed by a pop-up warning saying that a sanity check failed. I decided to ignore this and went ahead with the export (which actually worked) and then used mdlops to get the .mdl and .mdx file. I placed those in my Override folder and launched TSL to see if it worked. Now, the model I used (which is also one of those I want to edit in the end) is 222TEL15.mdl. This is the skybox/backdrop for the cutscene of Carth/Cede arriving for the Battle of Telos and includes a star background as well as one texture for the planet Telos and a second one for the atmospheric glow. With this "new" model, the stars were missing and the "sky" was completely black. Also, only the atmospheric glow but no planet was visible. Thus I assumed that the failed sanity check was more important than I had hoped. I went ahead and opened the sanity log file which told me that several vertices need to be welded. Since I don't really have any experience with 3d models I probably screwed something up in my attempt to fix that, but I'll describe it anyway. I checked which objects got this error message and in gmax converted them to editable meshes so that I could access the vertices. Then I selected all the vertices for an object and welded them. This probably worked since I got no error message. And after I did that to all objects, I once again exported the model by selecting the AuroraBase and pressing "Export Geom only". This time I got no "sanity check failed" message and the model was exported. After creating the .mdl and .mdx I put them in the Override and launched the game again. Sadly everything got even worse since the skybox/backdrop now is completely black and I'm out of ideas on why this keeps happening. I would assume that I'm doing something wrong in the process of exporting the model, but I have no idea what and wasn't able to find any clues online either, so any help would be very appreciated. Thanks
-
Thanks for the quick rundown. I was at least able to import the model to gmax. Exporting didn't work even though I changed nothing in the model, but that's a topic for another thread
-
The colored shine looks too small to me. It should glow more when compared to the movie sabers. Also, on the last picture the tip of the saber tooks really weird. With that said, I really like where you're going with those!
-
Help with uploading a retexture or skin mod
Kexikus replied to zane's topic in General Kotor/TSL Modding
This seems to be an issue with the website currently, as also reported here. You can try and PM Fair Strides, maybe he can find a work around for you, or you'll have to wait until this is fixed. -
Looking great! I do have one complaint though: The new skin makes the look on her face somehow more serious and a little angry while in vanilla she's more happy looking. I don't know why that is but if you were able to change that back it'd make the mod even better
-
I finished my Bachelor thesis today And even though the new semester started yesterday I can now finally return to KotOR modding! Hurray I'll get right back into working on the Dark Side Juhani mod and I also have an unfinished texture mod that also needs some model work done which is why I posted a tutorial request in the Tutorial Situation thread. If anyone were to fullfill that it'd be great
-
Gratuliere! Das ging ja schnell.
Weißt du schon ob du den Master weitermachen wirst?
Zum Modding: hört sich gut an...wie stehen die Chancen für eine K1 Skybox 2.0 Version?
Ich frage deshalb, weil es vermutlich für mich zeitlich zu eng wird auch noch die Skyboxes (v.a. Taris und Korriban) zu machen.
-
Thanks guys
@Jorak Uln: Yes I will continue for a Master. In fact, my first Master lecture starts tomorrow.
And the K1 skyboxes 2.0 will follow after I finished that other texture mod of mine, for which I still need to learn how to edit KotOR models... I hope that this won't take too long but so far I wasn't very successful :/
- Show next comments 132 more
-
PartySwap allows you to get both Disciple and Handmaiden at the same time. Last time I played there were some bugs though and I don't know if it has been updated yet.
-
Another tutorial that would be great to have is one that describes how to get KotOR models into 3dsmax/gmax/whatever and how to properly export them to be used in KotOR. Edit: To be a little more specific: I could really use a tutorial that explains in detail how to get a model from KotOR into gmax and how to get it properly exported back after editing the geometry. And if that tutorial could include the steps necessary to make a KotOR model from scratch that would be great too.
-
They are the same models but not craftable. And the stats are probably different since I did not check those when making the mod. The sounds are also different and closer to the SWTOR original.
-
SWTOR Style Training Sabers for K1 View File This mod introduces SWTOR style training sabers to the first Knights of the Old Republic game complete with (de)activation animation and custom sounds. They come in three different colors (blue, yellow and violett) and are available to buy on both Dantooine and Korriban. You will also encounter a few of them in other places. Statwise they deal slightly higher damage than vibro swords but have a lower critical hit chance. Installation: Simply let TSL Patcher do its magic. When asked, choose the standard installation unless you also have NPC Overhaul installed. TSL Patcher should then find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. Uninstallation: If you installed any other mod that modified baseitems.2da after this one, DO NOT DELETE baseitems.2da unless you also want to install this mod. Check the tslpatchdata folder from this archive and delete all of these files from your Override folder (you won't find changes.ini, changesNPC.ini, info.rtf, infoNPC.rtf and namespaces.ini. Those are TSL Patcher files). Then copy baseitems.2da from the backup folder created during the installation of this mod into your Override folder. Again, skip this if you installed another mod that modifies baseitems.2da. If there is no baseitems.2da in your backup folder, skip this step. Compabilitiy: Thanks to TSLPatcher this mod is compatible with everything that does not edit the training saber (dan13_practice.uti) or the Jedi training cutscene scripts (k_pdan_cut01-06.ncs). For this mod to be compatible with NPC Overhaul follow the special installation instructions above. Credits: Mod by Kexikus Training saber models, textures and icons by Kaidon Jorn (used with permission) TSL Patcher by stoffe Used soundfiles from: http://www.soundjay.com/switch/sounds/switch-10.mp3 and https://www.freesound.org/people/outroelison/sounds/150950/ THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Submitter Kexikus Submitted 10/13/2016 Category Mods K1R Compatible
-
Version 1.1
2,738 downloads
This mod introduces SWTOR style training sabers to the first Knights of the Old Republic game complete with (de)activation animation and custom sounds. They come in three different colors (blue, yellow and violett) and are available to buy on both Dantooine and Korriban. You will also encounter a few of them in other places. Statwise they deal slightly higher damage than vibro swords but have a lower critical hit chance. Installation: Simply let TSL Patcher do its magic. When asked, choose the standard installation unless you also have NPC Overhaul installed. TSL Patcher should then find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. Uninstallation: If you installed any other mod that modified baseitems.2da after this one, DO NOT DELETE baseitems.2da unless you also want to install this mod. Check the tslpatchdata folder from this archive and delete all of these files from your Override folder (you won't find changes.ini, changesNPC.ini, info.rtf, infoNPC.rtf and namespaces.ini. Those are TSL Patcher files). Then copy baseitems.2da from the backup folder created during the installation of this mod into your Override folder. Again, skip this if you installed another mod that modifies baseitems.2da. If there is no baseitems.2da in your backup folder, skip this step. Compabilitiy: Thanks to TSLPatcher this mod is compatible with everything that does not edit the training saber (dan13_practice.uti) or the Jedi training cutscene scripts (k_pdan_cut01-06.ncs). For this mod to be compatible with NPC Overhaul follow the special installation instructions above. Credits: Mod by Kexikus Training saber models, textures and icons by Kaidon Jorn (used with permission) TSL Patcher by stoffe Used soundfiles from: http://www.soundjay.com/switch/sounds/switch-10.mp3 and https://www.freesound.org/people/outroelison/sounds/150950/ THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
He definitely is. But his PM box might be full.
-
.2da files are a very common and important file type in both KotOR games and are also very common to be edited in mods. That's why this tutorial aims to bring you a list with detailed explanations on what they do. Introduction You can find all .2da files in the 2da.bif file, where they can be accessed using KotOR Tool. KotOR Tool also provides a 2da-editor to modify them as you want. Basically, .2da files are 2d arrays or put simply: tables, just like you know them from programs like Excel. The one difference here would be that in a .2da file, each column has a specific and pre-defined (hardcoded) function. Each .2da file collects a set of "objects" that differ in details. Thus every column in the .2da file represents a certain characteristic of such an object while each row represents one specific instance of this type of object. As a simple example, you could have a file called trees.2da that contains information on different types of trees. The columns would then include details like height, age, etc and every row would stand for one tree species with details entered in each entry of this row. This tutorial will consist of two parts: First a (currently incomplete) list of all .2da files used in both games with detailed information on what they do and what each column stands for. The second part will be a list of .2da files that exist in KotOR but that aren't actually used since they're only remnants from Never Winter Nights (an older game by Bioware based on the same engine). This second part is only for reference, so that you know these files are useless. Now, this tutorial is currently far from being complete. There are many .2da files that are still missing and even for those that are already listed there may be missing information or maybe even incorrect information. If you notice a mistake or know things that are still missing, please post them to this thread so that I can add them to improve on this ressource. Thank you very much A big thanks already goes to Fair Strides, who provided most of the information currently listed. Thank you! Used .2da files In this section I will (eventually) list all .2da files used by both KotOR and its sequel TSL. Most of these appear in both games and are identical or have only very minor differences. Those are marked with (K1/TSL) after their names and possible differences will be explained in the proper place. Some .2da files however differ on a bigger scale between the two games or exist only in one of them. Those are then marked by either (K1) or (TSL) depending on which game they are from. Each listed file has a short introduction that describes what these files are used for, followed by a list of their columns with descriptions. If there is no description for a certain column, then that's just because I don't know what it does, while descriptions written in red are unconfirmed and might be wrong. And as a final note: When you open a .2da file in KotOR Tool, you will notice the first column labeled (Row Label). This column exists in every .2da file and labels the rows numerically from 0 upwards. This label can then be used by other .2da files to reference specific lines from this file. But since this column is the same in every .2da file, I won't list it everytime. And here we go: acbonus.2da (K1/TSL) aiscripts.2da (K1/TSL) aliensound.2da (K1/TSL) ambientmusic.2da (K1/TSL) ambientsound.2da (K1/TSL) ammunitiontypes.2da (K1/TSL) animations.2da (K1/TSL) appearance.2da (K1) appearance.2da (TSL) appearancesndset.2da (K1/TSL) baseitems.2da (K1/TSL) bindablekeys.2da (K1/TSL) bodybag.2da (K1/TSL) camerastyle.2da (K1/TSL) chemicalcreate.2da (TSL) classes.2da (K1/TSL) comptypes.2da (K1/TSL) footstepsounds.2da (K1/TSL) globalcat.2da (K1/TSL) heads.2da (K1/TSL) itemcreate.2da & itemcreatemira.2da (TSL) portraits.2da (K1/TSL) regeneration.2da (K1) subrace.2da (K1/TSL) upcrystals.2da (K1/TSL) videoeffects.2da (K1/TSL) Unused .2da files This section will simply list files that are not used by the KotOR games. Many of these only exist in the KotOR 1 files and were removed for TSL. actions.2da areaeffects.2da caarmorclass.2da capart.2da categories.2da catype.2da chargenclothes.2da Changelog
-
New playable character in TSL: Matilda from Brotherhood of Shadows?
Kexikus replied to astrid_cash12's topic in Mod Requests
He was still more or less active on lucasforums (I got permission to use some BoS files about a year ago by sending him a PM over there). But since lucasforums is currently down getting in contact with him might be difficult. Maybe Fair Strides has another way of contacting him, so ask him? -
Since it took me a while to figure out why my custom sound file did not work ingame today, I figured I'd write a very, very short tutorial on the specifications they need. Sound files in KotOR need to me MONO .WAV files. .mp3 might also work, but with .wav files you're on the safe side. Also, sound files can be placed in the Override folder without problems.
- 1 reply
-
- 4