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Hey, this is my first status update on this site!
Anyway, I intended to post this on New Year but there were more complications than I anticipated.
So recently I softmodded my +20 year old original Xbox and I wanted to try modding the Kotor games with the new tools to check how far you could go.
I saw some threads about this here and here, which were really useful but I wanted to note some things:
· From my experiments, textures need to be square with a size of 512x512 maximum, otherwise they will not show up correctly. They don't need to be in TXB format, you can just throw the TGA and TXI into override.
· I tried converting custom modules (like the ones in Brotherhood of Shadow) to the Xbox version, but they didn't work for some reason.
· Character models and other mods can easily crash the game. I have had countless crashes which made my console freeze and I couldn't turn it on until a few hours passed which is why this took me so long.
So with all this I just made a video about it here:
Excuse the video and audio quality, I don't have a game capture lol.
I also experimented with the Xbox version of the Jedi Knight games and ironically, they are way more limited than the Kotor games despite having released all the tools and source code for the PC version. You can see a video about it here:
On another note, my machinima is getting closer to completion and I will show it here once it's done.
No mods to show this time, but I hope you find this useful if you ever intend to mod the Xbox version of this games. And don't hesitate to post any other info about this I may have missed if you have any!
Happy New Year!!
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Well so apparently converting the textures to TXB works at least for one of the custom modules in The Jedi Masters mod for TSL:
But the module "bos_bridge" from Brotherhood of Shadow throws an aabb node error in MDLEdit, MDLOps gives some "Truncated combinations needed" messages although it writes the ASCII in the end. However if I try to convert this back to Xbox binary either with MDLEdit or KBlender it crashes the game, even with TXB textures.
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Thought I would give an update on this: so I'm helping a friend fix the TSLRCM mod on Xbox and so far almost everything is working. I was having trouble with the restored shuttle module and I could not figure for the life of me why it wasn't working. Turns out the Xbox doesn't like the original name for some reason, so I renamed the .mod file to something ended in 101 (for example fak101) and it works! Doing it this way makes the game autosave before entering the module as if it was a new planet or something. You don't even need to rename the inside contents. Also no need to separate the module in different .rim files like the vanilla Xbox modules do. Just everything in a .mod file inside the modules folder works.
So naturally after this I tried doing the same thing in the K1 fashion with the BoS module that was giving me problems and it worked!
I had to convert the m60aa_01a to ASCII with MDLOps first, since MDLEdit was giving me an invalid value error when reading the aabb node. Then compile back to Xbox MDL with MDLEdit. The m60aa_01b had a different error: too much vertex calculations but that is easily fixable disabling the option in settings so that you can decompile and compile everything with MDLEdit this time.
Hope this is useful for whoever wants to play these mods on Xbox, I wish you all a Merry Christmas and a happy new year!