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Everything posted by Kexikus
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Trouble with tsl patcher/ with kotor 2
Kexikus replied to Ashla's topic in General Kotor/TSL Modding
Are you maybe using TSLRCM from the workshop? Or is your TSL installation folder set to "read only"? And where did you extract the mod to? It can be anywhere except for the TSL folder. -
This turned out better than I expected: The video shows a test for an animated Malachor skybox and surprisingly it actually looks good. What you see are basically three layers: A skybox that has only terrain. A second skybox that shows the closest clouds including the "ceiling" and rotates around its axis. And a cylinder that has the distant clouds and rotates slower than the close clouds. And the video also shows my new lightning animation. The skybox is still not done though. I want to have more cloud contrast (all attempts for that were unsuccessful so far) which should also help with distinguishing the two cloud layers, the terrain color is not quite right and it needs to be lowered a bit as well. And then there are the lightning strikes coming directly from mountains that I need to move somewhere else. Oh and there's a rendering error where part of the terrain is cut off for some reason. Also not quite sure about the animation speed. I might have to make that faster. I might work on another skybox first though just to get a fresh perspective on Malachor afterwards.
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Saber disappears after using workbench
Kexikus replied to Circa's topic in General Kotor/TSL Modding
Glad to hear it did. Be careful with reusing an existing crystal however. If you do that and at some point take the crystal out of the saber you won't be able to get your saber back. That's because when you put the crystal back in, the game will check upcrystals.2da for the first row with this crystal and give you the corresponding saber which would be one of the standard sabers. If that's no issue for you and you don't want to release it as a mod you're fine of course. Otherwise I'd recommend creating a new crystal item and also short and double blade versions of your saber. -
The skipping is actually a good thing. Modules being overwritten not so much. If a mod edites files in a module and is properly set up it will do the following: It checks whether the module already exists in the module folder. If it doesn't it takes an unmodified module file and copies it there. Otherwise it will skip this step. This is where those warning messages come from. In either case the installer will then proceed and modify the content of either the unmodified or the already existing and modified module. This feature of editing the already existing module files is what makes TSLPatcher so useful as that allows for much better compability. Unless the mod author decided to just straight up replace the module files in which case you want to install that mod as early as possible. And all of the above is also the case for files in the override folder.
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Saber disappears after using workbench
Kexikus replied to Circa's topic in General Kotor/TSL Modding
I think you have to add the saber to upcrystals.2da for it to be upgradeable. -
That's exactly what TSLPatcher is for. There are just some mods where the creator decided to not use TSLPatchers full features and instead of modifying a module file just drops it into the modules folder and that's what's creating the compability issues.
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Yeah, that'd work just the same but it's just not feasible. An animation like that would probably need 20+ frames and considering that each frame is already 2048x2048 you can imagine how big of a file that would give. I have however thought about using a model animation to get a similar result. I might play around with that but I'm not sure if it'll be worth the effort considering that the Malachor skybox is rarely visible anyway.
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It already did. I had at some point in the distant past even made some clouds for an updated version of Quanons reskin, but I'm not sure if he ever finished that update. In any case, I've been playing around with the Malachor clouds for some weeks now and never got a result that I was really happy with. It wasn't bad but it never looked like a proper storm. But that changed this morning. For this latest version I created a huge cloud vortex and also learned some new stuff that allowed me to have a more interesting cloud underside while having a fully covered sky. Here's what it looked like after a first ingame test: I have since recolored the clouds green and changed some of the twisting in the clouds as well. Now I just want to get a little more contrast, i.e. darker dark parts of the clouds and then the sky might actually be finished. Oh, and I also created a new lightning texture that I wanted to show here but it didn't end up on the screenshot... I'll try to do better next time.
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I'm not really sure I understand what you're trying to do but you can just use the new module's OnEnter to set the global back to 0. Or use a script in a dialog in that module. All of this will only work if you're using a global though. If you're using a local variable you'll have to reset it in the original module. That could be done directly in the teleporting script for example.
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I'm still alive: Not very impressive, I know but at least it's something^^ The models for Malachor are done as is the terrain pretty much. The clouds are still the same placeholders as before but with a different sun position which makes them look even worse. Next up is finishing the sky and then tune the terrain color. But I like where this is going already.
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ERFEdit can be found here on this site: https://deadlystream.com/files/file/499-erfedit/
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Is it possible to Reset NPC's in KOTOR II?
Kexikus replied to David von Diemar's topic in General Kotor/TSL Modding
Yes, it does. But that will reset a lot more than just this one NPC. The proper way to reset him would be by modifying the globals. Those could be either local or global number/boolean. In the latter case the git workaround wouldn't even work. One would have to open the NPCs dialog file with KotOR Tool or something, see what the condition for the "selling T3" option to show up is and then modify the appropriate global/local variable. A global would be edited with the KotOR Save Editor. A local could be editable in the same way but I don't know. -
Scripting Issue with a New Function File
Kexikus replied to HarIII's topic in General Kotor/TSL Modding
Where do you have jb_func.nss saved? I think it needs to be in the Override. -
Changing Sounds for Aliens During Dialogue in K2
Kexikus replied to narshaddaarocks's topic in General Kotor/TSL Modding
You need to actually assign the weapon to their main hand slot and not just put it into their inventory. Also, IIRC KotOR Tools utc editor has issues with inventory editing. But I don't remember what those issues were exactly. -
Changing Sounds for Aliens During Dialogue in K2
Kexikus replied to narshaddaarocks's topic in General Kotor/TSL Modding
I would choose something a little more unique or make sure that excthug4 does not exist anywhere in the game files or you would be overwriting a vanilla file. But apart from that, yes that's what you do. -
Changing Sounds for Aliens During Dialogue in K2
Kexikus replied to narshaddaarocks's topic in General Kotor/TSL Modding
Yeah. Otherwise you can't even put them in the Override at the same time. -
Blank Quest Journal for The HK Factory Quest
Kexikus replied to Scodz's topic in General Kotor/TSL Modding
My first guess would be that you're using the Steam Workshop version of TSLRCM but installed your other mods into the games Override folder. Is that the case? If not, what are the 2% of mods that are not in the build? -
Changing Sounds for Aliens During Dialogue in K2
Kexikus replied to narshaddaarocks's topic in General Kotor/TSL Modding
You need to make copies of the dlg file, one for each alien species and then change the dialog file for each thug in their utc so that they use the correct one for their species. -
View File Visually Repair HK-47 When you first meet HK-47 in KotOR II: TSL, he’s basically junk until you put him back together. I’ve always wanted this evolution from a piece of junk to a high quality assassin droid to be visible on HK-47, so that’s where this mod comes from. With this mod, the HK-47 you find in your cargo hold looks like the piece of junk he is but over time you replace his parts with new ones and he returns to his old self we know from the first game. This is not a purely cosmetical change however. I restored HK’s upgrades from KotOR 1 and each time you repair/upgrade him, he’ll look better and get a stat bonus. The requirements to unlock these upgrades increase with each successful upgrade: For the first one you need to be level 6, have a repair skill of 8 and at least 41 influence with HK-47; for the last one you need level 15, 17 repair and 51 influence. Optionally you can also install HD reskins for HK-50 and HK-51. All of the new textures are based on Quanon’s excellent HK-47 reskin for KotOR 1. See a video demonstration of this mod here: Installation: Run TSLPatcher.exe and choose the version you want to install. Then simply let TSL Patcher do its magic. When asked to select the folder where TSL is installed, choose the folder that includes swkotor2.exe or if you have TSLRCM from the Steam Workshop, choose its folder. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. For modders: I included the source scripts in the download in case you're interested. Ignore them if you only want to install and play the mod. Uninstallation: Take all the files from this mod’s tslpatchdata folder and delete those from your Override folder (except for the .nss and .mp3 files). Also delete hk_repair.ncs from your Override and the .mp3 files from streamvoice/GBL/HK47. Then copy all files from the backup folder created during the installation of this mod into your Override. Compabilitiy: This mod is NOT compatible with ANY mods that alter HK-47’s appearance in any way. The HK-50/HK-51 reskin option is also not compatible with mods that alter the appearance of HK-50 and HK-51 either. Most other mods however should be compatible. Changelog: 1.0 Initial release Credits: Mod by Kexikus HK-47 texture by Quanon (modified by Kexikus) TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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 01/25/2019 Category Mods TSLRCM Compatible Yes
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Version 1.0.1
15,607 downloads
When you first meet HK-47 in KotOR II: TSL, he’s basically junk until you put him back together. I’ve always wanted this evolution from a piece of junk to a high quality assassin droid to be visible on HK-47, so that’s where this mod comes from. With this mod, the HK-47 you find in your cargo hold looks like the piece of junk he is but over time you replace his parts with new ones and he returns to his old self we know from the first game. This is not a purely cosmetical change however. I restored HK’s upgrades from KotOR 1 and each time you repair/upgrade him, he’ll look better and get a stat bonus. The requirements to unlock these upgrades increase with each successful upgrade: For the first one you need to be level 6, have a repair skill of 8 and at least 41 influence with HK-47; for the last one you need level 15, 17 repair and 51 influence. Optionally you can also install HD reskins for HK-50 and HK-51. All of the new textures are based on Quanon’s excellent HK-47 reskin for KotOR 1. See a video demonstration of this mod here: Installation: Run TSLPatcher.exe and choose the version you want to install. Then simply let TSL Patcher do its magic. When asked to select the folder where TSL is installed, choose the folder that includes swkotor2.exe or if you have TSLRCM from the Steam Workshop, choose its folder. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. For modders: I included the source scripts in the download in case you're interested. Ignore them if you only want to install and play the mod. Uninstallation: Take all the files from this mod’s tslpatchdata folder and delete those from your Override folder (except for the .nss and .mp3 files). Also delete hk_repair.ncs from your Override and the .mp3 files from streamvoice/GBL/HK47. Then copy all files from the backup folder created during the installation of this mod into your Override. Compabilitiy: This mod is NOT compatible with ANY mods that alter HK-47’s appearance in any way. The HK-50/HK-51 reskin option is also not compatible with mods that alter the appearance of HK-50 and HK-51 either. Most other mods however should be compatible. Changelog: 1.0 Initial release Credits: Mod by Kexikus HK-47 texture by Quanon (modified by Kexikus) TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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. -
Just wanted to say that I love the idea for this mod and will use it in my future playthroughs. Thanks a lot! Makes me also wonder if we could get some other better VOs from SWTOR. Could be worth investigating.
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More progress: I was originally going to do Nar Shaddaa next but my idea of getting the buildings from SWTOR proved more complicated than expected/hoped. So instead I worked some more on Dxun. I remade big parts of its landscape, added bushes etc. There's still a lot to do but here's what I have: Then I also started working on Malachor. That one turned out really well so far. The clouds are still very much a placeholder but the terrain is pretty close to being done. The green glow on the ground comes from my attempts of having a low fog that's lit from below. That's partially working but the ground glowing green is an unintended sideeffect that's maybe impossible to get rid of. In that case I'll have to find another solution or just skip the green glow from below *insert spooky music here*
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Uhm, what? No progress, sorry. The last thing I did with the mod was to send it out to my testers. They tested it and provided very helpful feedback but I have not yet implemented any of it. I haven't forgotten about the mod, it's just not on top of my priority list right now.
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Why don't you just extract the entire swpc_tex_tpa.erf? That should contain 99+% of all textures. And you can extract that with the "Extract Entire ERF" button in KotOR Tool. That should even give you the .tpc files and not convert them to .tga. Btw, maybe I just misunderstood you but just to clarify: A model (i.e. .mdl file) does not contain textures. It only has references to textures and KotOR Tool can use them to extract those textures from the .erf archive while exporting the model to ease your workflow.