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Everything posted by nadrino
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Oh thanks! I remember Fair Strides mentionning it. Altough he told me he was writing a completly new version of KSE (with a new UI). Also this repo only feature build scripts and KPF updates as far as I saw.
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Dear Deadlystream comunity, I've been reviewing my personnal repositories on github recently and thought you would appreciate me putting in public my KotOR Savegame Editor repository: https://github.com/nadrino/kotor-savegame-editor. This version has been "forked" from the latest release of @Fair Strides (Deadlystream link). I quote "forked" as the source code had not properly been released on a dedicated git repository, so the original perl code was extracted directly from the archive. I remember having a couple of discussions with Fair Strides, but I never really had time to do a public release. This version adds a couple of very useful features that weren't present in the origianl KSE code: - Adding screenshot display when selecting a savegame // muuuch easier to find the save you're looking for! - Ability to change the player position: X, Y, Z // YES it is possible! Altough you need to put coordinates that are valid (see blue areas with Kotor Toolset maps) - Ability to read and modify the doors on the maps - Ability to read and modify the inventory of the placeables - Ability to read and modify the inventory of the stores - Adding Creatures section under Area - Adding full support for ASPYR kotor versions (linux/macos) - Adding compatibily with compressed ASPYR save files (Nintendo Switch version) // those file are actually just simply compressed - A couple of bug fixes and optimizations while reading/writing your savegame files Hope you will enjoy this fresh version of the good old KSE 😄 EDIT: For everybody to get access to this version, one of the staff member could create a dedicated dowload page for it 😊 Cheers, Nadrino
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By directly looking into the Switch game files, it does not seem to have any trace of TSLRCM. Maybe they did include some fixes from the pack, but no module files are present (./Modules/*.mod) so I don't see how they would have fully included the restored content.
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In order to make mods that need to edit NCS scripts, it is necessary to decompile the ones present within the .mod files of TSLRCM. For a better accuracy and making sure our mods are not introducing new bugs, it would be very useful to have access to the .nss files that made the scripts presents in TSLRM module packages. Is there a github page where TSLRCM source code is accessible?
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I'm trying to identify which script triggers the XP wipe out when we finish the prologue. It seems like TSLRCM is extending the wiped out XP when we choose to skip the prologue (the original version would keep the XP). So I'm wondering which ".ncs" script is responsible for this. Additionnally my intention would also be to copy T3-M4 invetory to the storage room of the Peragus mining station as the holocron logs suggest. This might be a bit more complicated than just moving inventory as it is done when we arrive on Telos the first time, since this map (106PER) is trigger after loading the administrative level (101PER).
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By chance do you know which format is supported for the switch version?
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Cool thanks!!
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Thanks a lot!
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I've looked at https://deadlystream.com/files/file/1716-sithcodec/ but I'm running on macOS, and would have to make this fake wave header myself. Do you know which MP3 format is supported: you said mono already, but is there any requirement in bitrate/sampling frequency?
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Thanks a lot @DarthParametric! I indeed forgot the subfolder structure in streamwaves. Apparently it also works with raw .wav files. Is there some versions of the game that are only compatible with mp3 (with fake wav header)? Cheers!
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Hi guys, As the title says, I'm trying to replace some alien voice with real speech audio files. Anyone has an experience in this subject? I realise I can edit the default alien sound override within the DLG files, but I can't replace with another sound file. The dialog triggers but no sound is playing while the character is speaking. Cheers!
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Any trace of the XBox Freecam in the PC version ?
nadrino replied to nadrino's topic in General Kotor/TSL Modding
That's too bad 😕 -
Any trace of the XBox Freecam in the PC version ?
nadrino replied to nadrino's topic in General Kotor/TSL Modding
Yeah. I tried to decompile the XBE file, but still no "Punch it, Chewie!". However, I could figure out the free cam is there : -
Any trace of the XBox Freecam in the PC version ?
nadrino replied to nadrino's topic in General Kotor/TSL Modding
I just looked in the XBox files to try to catch the string "Punch it, Chewie!". This is what is display in the feedback menu when you typed correcly the button combination. Strange thing : no trace of this string in the file "dialog.tlk", where everything is supposed to be stored... Maybe the freecam is harcoded in the executable. -
Any trace of the XBox Freecam in the PC version ?
nadrino replied to nadrino's topic in General Kotor/TSL Modding
Go in the message menu and type : X, Left, A, X. Then you can quit the GUI and press R3 to enable the freecam. https://gamefaqs.gamespot.com/xbox/556553-star-wars-knights-of-the-old-republic/cheats -
Hello there , Lately I was playing kotor on the original XBox (which I highly recommend if still have the console*), and there is a Freecam that we can unlock by a button combination. I've put an example video I made bellow. The thing is, contrarly to GLIntercept, the camera loads the environement dynamically so it allows to make really beautiful shots. However the resolution of the XBox is pretty low (not mentionning the fact that you need the appropriate hardware to capture with a good quality), and it would be really nice if it was available on PC ! Besides kotor2 have the same free cam but it's glitched out. So far, no one have seen a hair of this piece of code in the PC version. So I was wondering if any of you had already done the research or I you had any idea how to digg through the files. * : the gameplay is very different from the PC version, especially with the XBox controller, and you may like it more this way !
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Thanks ! It works with ERFedit (on PC, not XBox)
- 3 replies
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- player character
- coordinate
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Hello there :), Lately, I've been trying to edit the XYZ coordinates of the Player Character (PC) in a savegame. However, when the SAVEGAME.sav file is edited the game won't load it anymore. As far as I understood, the PC coordinates are located in the Module.ifo file in the ".sav" archive corresponding to the module we currently are. For example : "000000 - QUICKSAVE/SAVEGAME.sav/101per.sav/Module.ifo" To extract "Module.ifo" I've been using the unerf tool from xoreos-tool. Then I was able to edit the file using a gff editor (kGFF or gff2xml from xoreos-tools). In order to put everything back toguether, I used ether kotor-tool or the erf command (xoreos-tools again) to rebuild the archives "101per.sav" and "SAVEGAME.sav". When "SAVEGAME.sav" is replaced in the save folder, the game will get stuck on the loading screen (first quarter). In fact the game does not crash, the mouse appear and I can do ALT+F4 to end the game. Does anyone have an idea on when this process has gone wrong ? Cheers
- 3 replies
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- player character
- coordinate
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The pazaak cards in the hand of NPCs will be all zero. So they can not reach 20 by engaging hand cards. It simplifies a lot the pazaak game. The screenshot are not showing directly what this mod does since there is no physical representation of NPC pazaak hand cards.
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Pazaak Wizard for K1 View File ############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by 0. This mod has been made for KotOR. ############################ # REQUIREMENTS ############################ - Kotor1 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Should be compatible with any mod that does not affect pazaak decks. ############################ # HOW TO INSTALL ############################ Recommended Method : TSLPatcher Method. Go to the TSLPatcher/ folder and execute "TSLPatcher.exe". This method will only modify few lines in "pazaakdecks.2da", preserving compatibility with other mods that already have modified this file. Alternative Method : Override Method. Copy the content of the override folder in the override/ folder of Kotor1. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter aazlm Submitted 04/15/2018 Category Mods K1R Compatible
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Version 1.0
2,442 downloads
############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by 0. This mod has been made for KotOR. ############################ # REQUIREMENTS ############################ - Kotor1 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Should be compatible with any mod that does not affect pazaak decks. ############################ # HOW TO INSTALL ############################ Recommended Method : TSLPatcher Method. Go to the TSLPatcher/ folder and execute "TSLPatcher.exe". This method will only modify few lines in "pazaakdecks.2da", preserving compatibility with other mods that already have modified this file. Alternative Method : Override Method. Copy the content of the override folder in the override/ folder of Kotor1. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
Ok thank you, I will update the mod
- 2 replies
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- speed blur
- force speed
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No Speed Blur View File ############################ # DESCRIPTION ############################ The "No Speed Blur" Kotor1 mod disable the motion blur when speed force power is enabled without disabling all frame buffer effets. ############################ # REQUIREMENTS ############################ - Kotor1 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Compatible with all mods in principle ############################ # HOW TO INSTALL ############################ Recommended Method : TSLPatcher Method. Go to the TSLPatcher/ folder and execute "TSLPatcher.exe". This method will only modify a line in the file "visualeffects.2da", preserving compatibility with other mods that already have modified the same file. Alternative Method : Override Method. Copy the content of the override folder in the override/ folder of Kotor1. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter aazlm Submitted 04/15/2018 Category Mods K1R Compatible
- 2 replies
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- speed blur
- force speed
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