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Everything posted by LewsTherinTelescope
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You can use Wineskin for packaging, or install Wine directly (in which case you can run EXEs through the Open With menu). Alternatively, you could try HoloPatcher which can run on Mac directly:
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Sure thing, here: tree_result_k1.txt tree_result_k2.txt
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Here's the KotOR 2 path for Steam on Mac in case you don't have that yet: /Users/<user>/Library/Application Support/Steam/steamapps/common/Knights of the Old Republic II/KOTOR2.app/Contents/GameData Probably you could put that together by looking at the Mac steamapps path + Windows game path already, but sharing just in case. (My Mac is Intel, so this does at least mean I can confirm Steam's got the same path as on the other commenter's M1, if nothing else.)
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MOD:MOBILE Restored Content Mod (MTSLRCM)
LewsTherinTelescope replied to zbyl2's topic in Mod Releases
I know this is.... just a liiiiittle while after this was posted, but what format is that, and is it something normal tools like ffmpeg can convert to? Trying to get back into things with a modded playthrough (was gonna say "lightly modded" but it appears my list ballooned a bit in the process of installing, oops) and being able to get custom audio working would be sweet. (Though I suppose the same format might not work for K1.) -
It might just be broken, unfortunately. It doesn't even launch on my device anymore... What Android version are you on? One of the semi-recent releases removed the ability to access the folder that the game's files are in, might be that. I've been planning to rewrite it, because Android updates have messed with it a lot, but mental health stuff has made that... challenging. Sorry, wish I could offer more aid than that.
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K2 Android Not Reading Dialog.tlk
LewsTherinTelescope replied to Pwener's topic in General Kotor/TSL Modding
I was having this issue as well. It turns out that, while with K1 you can put things in the "files" folder directly, and with K2 you can do this for many mods, if you plan to use a dialog.tlk file in the K2 port, you have to instead use a "dlc/mods_english" subfolder. (The "Mobile TSLRCM" release is set up this way, which is what made me decide to check if that layout worked.)- 1 reply
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Look at the Binary 2DA section here.
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If anyone is wondering about the status of this: it's not abandoned. It is, however, going slow due to me being in school. So while I'm not abandoning it, it's gonna be a while. The school year has about a month left, hopefully after that I'll have more time to do this. And without the stress of school I should be able to do a better job on it than I would during the school year. So hopefully over break I can get stuff done on this (at least until school starts again), but obviously no promises. You should be able to just add dialogue.tlk into the app data folder and run TSLPatcher from a PC and it should work, correct (although I haven't tested). Note that iirc the Android app uses a different audio type so custom audio won't work. But everything else (text dialogue, textures, modules, etc) should work. Although if you use a dialogue.tlk from a PC version, you will have the PC versions of some text (specifically some settings have descriptions that have been adapted for mobile controls, so a PC dialogue.tlk will give you the descriptions for a keyboard and mouse).
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I don't think so, but I'm not on the dev team, so I don't know for sure. This was just meant to help me with something, and I thought I'd share it. I'm not using this anymore though (partly due to issues with compiling statically), so really I should probably mark this as discontinued or something. Locking then. PM me if you ever need this reopened. ---Canderis
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Editing offsets in binary 2DAs
LewsTherinTelescope replied to LewsTherinTelescope's topic in General Kotor/TSL Modding
Something I just thought about: columns should definitely be separate, because if they are part of the List/array, if you ever need to add one for some reason, iterating through the entire thing is waayy slower than just adding it to one List of names. -
In a PM, Fair Strides told me that the files in KOTOR are the same as their documented Aurora forms. Obviously that's excluding binary 2DA, which you've figured out, and RIM, which is missing. In the xoreos-tools source, it says that RIM is basically a simplified ERF. Quoting: A RIM file is a resource archive, used in several Aurora games. It is a simplified version of the more complex ERF format, lacking the support for a localized description text as found in early ERF formats, as well as compression and encryption as found in later ERF formats. There is only one single version, V1.0, of the RIM format known and supported. For each resource file, it stores a path- and extension-less name (with a maximum of 16 ASCII characters) and a Type ID.
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Yeah, I know of you. Thanks a bunch for the offer, I'll be sure to ask if I need help!I have already found the Bioware Aurora File Format docs online, and I think that KOTOR mostly uses those? I know some things, like binary 2DAs, aren't there (perhaps weren't used for NWN?), but there is info on that, and thankfully peedeeboy has dealt with that anyway. Is anything else missing from the docs, or are any of the formats updated from the documented versions that you know of?
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The app does not use root. Could you get me a logcat of the crash? Also, keep in mind it can currently only copy files and patch 2das, not compile scripts, edit .mod and UTC, etc. And it always overwrites files, so be sure to install any mods in the correct order. You'll have to manually download the update from the post, because I changed the location of the apk file from what the old version expects, because it makes it easier in the code. Also, if you have the very first (pre-updater) version, you have to uninstall and reinstall, due to a signing key difference.
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Latest update just (badly) themes the UI and has some behind the scenes changes. Nothing major, last week was semester finals, so I didn't have much free time. I'm working on the next update, though. Changelog: b1.1.0 {146} • Theme UI • New launcher icon • Changed minimum API level from 14 to 7 BTS: • Switch from MarkdownView to txtmark • Moved files from assets to raw resources • No longer uses Xdroid.Toaster • Now uses AppCompat support library and VectorDrawables • Switch from official aFileChooser to Zhuowei Zang's version
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You mean this mod? Unfortunately, this app doesn't yet support editing GFF files (such as UTI files), or .mod files, so that is likely the issue. Is your issue the model (which I think should work?) or the fabricator on Dantooine?EDIT: Also, currently, if there are conflicts the app overrides them. I'm planning next update to add an option.
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Latest update out! Thanks a ton peedeeboy for the code to read and write the 2da files! Changelog: b1.0.0 {13} • REQUIRES REINSTALL - Changed signing key (I'm sorry, I forgot the old one) • Not doing debug builds any more + 2DA support (thanks a ton @peedeeboy!) + Option to create a 2DA from scratch (test) + Do not install music or launcher (not supported by Android KOTOR) • Log now updates while in progress • App no longer freezes when installing mods Next, I will be working on a nicer UI, and then namespaces and info.rtf (both of which will require UI changes anyway, so I'm taking advantage of that).
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Looking at the OBBs, I found out that and_main_bg.tga and and_main_logo.tga are the background and logo on the main menu (pretty obvious, but never looked at it before). By editing those and putting them in the override, you can change them, and possibly other images, I'm going to look more soon. I've attached a screenshot, I edited the K1R launcher into two files, and photoshopped on a border. (Ignore the numbers in the corner, I use GLTools to show my FPS). It looks like the files beginning with and_* are Android-specific (not sure if iOS uses the same file names). These likely could customize the UI more.
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Editing offsets in binary 2DAs
LewsTherinTelescope replied to LewsTherinTelescope's topic in General Kotor/TSL Modding
OK thanks. Your code functions 100% fine, I wonder what was wrong with mine, since difficultyopt.2da worked. So I should change the data array in your TwoDA class to a List of Lists of Strings? I do actually currently have a test option that allows creating 2das, but it uses newline and comma delimiters rather than a table, at least for now. -
Editing offsets in binary 2DAs
LewsTherinTelescope replied to LewsTherinTelescope's topic in General Kotor/TSL Modding
Thanks, I'll test that. I solved the issue I mentioned, though it still acts up. My code can successfully edit difficultyopt.2da (Impossible difficulty in K1R), but appearance.2da messes up (the 2da opens fine, but characters are invisible, so probably just need to check for issues in the data). That looks really similar to my code, except that I use arrays. I wrote my method to use your TwoDA class, so I'll have to change that. At least for now, I have no visual editor, it just parses changes.ini, so the GUI doesn't matter yet. Why would I need to split them? A lot of changes affect other parts, so I'd think it'd be better to rewrite it all, just in case? EDIT: Also, any reason you used hex codes over numbers (0x00 instead of 0, 0x0A instead of 10, etc)? -
Editing offsets in binary 2DAs
LewsTherinTelescope replied to LewsTherinTelescope's topic in General Kotor/TSL Modding
The offset code works. The issue was with another section. Thanks for the help! -
Editing offsets in binary 2DAs
LewsTherinTelescope replied to LewsTherinTelescope's topic in General Kotor/TSL Modding
OK, thanks, makes sense. I haven't used C[++/#] before. By extra I meant trailing. Thanks for clearing that up. At the time, I was looking at appearance.2da, which was a lot easier to look at in the text editor than hex. Didn't think about the fact that a hex editor would work better. Will do from now on. -
Editing offsets in binary 2DAs
LewsTherinTelescope replied to LewsTherinTelescope's topic in General Kotor/TSL Modding
I have not yet, about to do so.