JediArchivist

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Everything posted by JediArchivist

  1. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    Have You been working / made any progress running K1 in K2's engine (your project to make both games run from K2, as a single, continuous story gameplay experience)? You said You were experiencing some issues with differences in the scripts between the two games, preventing You to make an easy full K1 to K2 engine port, but You were thinking of coming up with some ways around this problem (creating an automated tool that converts all scripts from K1 to K2 format and vice-versa). Have you found a way (at least in theory) to convert K1's scripts to run with K2's engine, or vice-versa? Maybe Fair Strides could help you with this, since he is the greatest programmer / scripter around for the Odyssey / Aurora Engine, he knows everything there is to know about the K1 and K2 script formats and the differences between them, he worked on most great mods such as TSLRCM, Revenge of Revan, etc. I talked with him some time ago and told me that he could easily teach me how to script for both games and that it isn't so difficult, because all scripts in both games are based on C / C++! So, if You're stuck, go ahead and ask him for a bit of help, he is a great, very helpful person and i'm sure he would help you figure a way to to develop a tool that automates the script format conversion from K1 to K2 and vice-versa, enabling You to quickly develop both K1 in K2 - both games in K2's engine as a single, continuous story gaming experience, and also the K2 to Mobile K1 port! I wish You a great weekend, all the best of luck and to accomplish everything You wish! Many Kudos for the great work so far (the map ports, the modders resource packs, etc), you will forever remain known and respected in Deadlystream's and the Star Wars KOTOR modding comunity as a genius, an innovator, and one of the greatest contributors! Kindest regards!
  2. JediArchivist

    Update From Logan23

    I have noticed that after You logged on in January to announce Your retirememt from the Revenge of Revan and an imminent release of the project files, there has been only...radio silence! You have not even logged on since then, and haven't posted anything at all...which makes me and your other friends here at DS verry verry worried! Is everything OK, i hope? Do not hesitate to ask of me if You need anything like help or even to borrow some money...game development isn't easy for sure, and i totally feel for You! Remember i am here to gladly help! @Logan23 As for anyone else, has anybody heard anything from Logan, or can confirm that he is OK? I wish him all the best!
  3. Could someone please help me locate and extract the Twin Suns clothes model from K2, in order for me to make it into a wearable / equippable armor / robe model for all female PC's, both for K2 and ported to work with K1? Here is what this mod would imply: - Locating and extracting the Twin Sun's clothes model from K2 (i looked for it in the NPC models files with KotorTool with no success, unable to locate the specific file! 😔 ) - Converting the model into a wearable armor / robe for all female PC's aboard the Ebon Hawk. It could be called Dancer Outfit 2, Disco Outfit, etc. There would be a K1 version of them amd a K2 version. - Placing them (4-5 outfits, to fit all female PC's in the crew) into the game (both K1 amd K2), in a container, etc. in order to make them availlable to the player from the beggining of the game, preferably in one of the Containers in the Ebon Hawk! Imagine how cool your female Revan / Exile and Mira, Bastila, Mission or an unhooded Handmaiden would look dressed like that! 😏 Many thanks in advance for who can help me with this, i tried with no success to do it myself so far... As reference, this is what the Twin Suns look like. I would prefer the outfit of the one on the right:
  4. JediArchivist

    MOD:Mira Romance Mod

    View File Mira Romance Mod Mira Romance Mod ========================================================= Description: When KOTOR II TSL came out in 2004, it was a brilliant game but lacking a feature: you could romance your party members, however sadly you could not romance the hotest girl in the game! This mod is intended to fix that, enabling the male exile to romance Mira. It has been tested and works fine. This mod is compatible with TSLRCM! It is recommended to install this mod after TSLRCM, in case it edits the mira.dlg and global.jrl files. I hope you will enjoy this mod! ----------------------------------------------------------------------------------------------------------------- Credit: The "get_close.ncs" and "kiss_mira.ncs" files were also bundled with the Bastila Romance Enhacement by Swfan28, which can be found here: Gamefront.com I believe the files are KOTOR proprietary as only the k_hbas_dialog.dlg file was altered in that mod... The Author also implies something similar in his Mod Description: PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission. Since he clearly stated that only the "k_hbas_dialog.dlg" file requires permission, and he is nowhere to be found anyway since this is a 2008 mod that was reuploaded to other sites several times, i believe it is ok to include the files even if they were mod-proprietary (which they appear not to be!)... Anyway, in all eventuality and just to be on the safe side, I hereby give full credit to Swfan28 / Allronix for the "get_close.ncs" and "kiss_bastila.ncs" (that has been renamed to "kiss_mira.ncs" for this mod) files and menetion that they are only used in my mod as auxiliary / aiding files with this mod and should no be considered mod content or my work! As a matter of fact, thay do not even work as intended and produce a very different effect from the original, intended effect! In the eventuality of any sort of issues these files will be removed from the mod! ----------------------------------------------------------------------------------------------------------------- Installation: - TSLPatcher Install (recommended): Run TSLPatcher.exe, click the “Install Mod” button, then point it to your KOTOR II TSL install directory and wait for the mod to install. - Manual Install: Unzip the archive, then copy the "Override" folder inside the "Mira Romance Mod" folder into your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). If the Override folder was already created earlier (by installing other mods, etc.), just overwrite the Override folder when copying the files. You should have the following files inside your swkotor2/Override folder: mira.dlg global.jrl get_close.ncs kiss_mira.ncs ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg global.jrl get_close.ncs kiss_mira.ncs ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: JCarter426, JC2, DarthParametric for the great advice and support! Deadlystream Community, Kotor Tool Creators, K-GIFF Creators, Modding Tutorials Creators ========================================================= TSLRCM Compatibility: Yes Version: 1.1.0 - Original Release, First Update Submitter JediArchivist Submitted 01/11/2019 Category Mods TSLRCM Compatible Yes  
  5. Could someone please help me extract the Twin Suns clothes model from K2 and make it into a wearable / equippable armor / robe model for all female PC's, both for K2 and ported to work with K1? It could be called Dancer Outfit 2, Disco Outfit, etc. It would also need an entry to make them availlable to the player from the beggining of the game, preferably in one of the Containers in the Ebon Hawk! Many thanks in advance for who can help me with this, i tried with no success to do it myself so far... As reference, this is what the Twin Suns look like. I would prefer the outfit of the one on the right:
  6. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    I'm glad You are OK and back working on your projects! The conclussion, as discussed with the Moderators amd Administrators was that we are allowed to freely discuss complete story ports of both games from one to another on Deadlystream, as well as discuss and post tutorials for such works, as long as we do not post entire ported games here on DS! As Thor110 mentioned, this can be done completly legal by automating the process as a standalone installer that contains no files from the games, and just takes the files from the respective source, genuine copy of the game, modifies it, and injects it into the destination game. Or he could simply post a detailed tutorial that skilled users could replicate at home, without distributing any files! Check out Fallout: A Tale of Two Wastelands, that did exactly that, porting and including the whole Fallout 3 game into Fallout New Vegas, 100% legal, by only providing a standalone installer and tutorial without sharing any game files. https://taleoftwowastelands.com/faq#What-is-ttw Quote from website: What is TTW? Tale of Two Wastelands is a total conversion project that seamlessly merges Fallout 3 and its DLC into Fallout: New Vegas, allowing both games to be played in a single playthrough. It upgrades Fallout 3's mechanics to those of FNV without compromising the feel and balance of the original. New Vegas mechanics like companion wheel, companion perks, weapon mods, crafting, recipes, harvestable plants, and poisons have been added to the DC wasteland items, NPCs, and world.
  7. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    I am very happy to hear that You are doing better and have a more stable situation now. I hope You do manage to find the job You are wishing for and a nice home, and wish You all the best! It is great news that You have resumed work on the Expanded Galaxy Project, i can't wait to play or at least beta test the Yavin Orbital Station mod! Best wishes and success!
  8. JediArchivist

    Mira Romance Mod

    Version 1.1.0

    315 downloads

    Mira Romance Mod ========================================================= Description: When KOTOR II TSL came out in 2004, it was a brilliant game but lacking a feature: you could romance your party members, however sadly you could not romance the hotest girl in the game! This mod is intended to fix that, enabling the male exile to romance Mira. It has been tested and works fine. This mod is compatible with TSLRCM! It is recommended to install this mod after TSLRCM, in case it edits the mira.dlg and global.jrl files. I hope you will enjoy this mod! ----------------------------------------------------------------------------------------------------------------- Credit: The "get_close.ncs" and "kiss_mira.ncs" files were also bundled with the Bastila Romance Enhacement by Swfan28, which can be found here: Gamefront.com I believe the files are KOTOR proprietary as only the k_hbas_dialog.dlg file was altered in that mod... The Author also implies something similar in his Mod Description: PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission. Since he clearly stated that only the "k_hbas_dialog.dlg" file requires permission, and he is nowhere to be found anyway since this is a 2008 mod that was reuploaded to other sites several times, i believe it is ok to include the files even if they were mod-proprietary (which they appear not to be!)... Anyway, in all eventuality and just to be on the safe side, I hereby give full credit to Swfan28 / Allronix for the "get_close.ncs" and "kiss_bastila.ncs" (that has been renamed to "kiss_mira.ncs" for this mod) files and menetion that they are only used in my mod as auxiliary / aiding files with this mod and should no be considered mod content or my work! As a matter of fact, thay do not even work as intended and produce a very different effect from the original, intended effect! In the eventuality of any sort of issues these files will be removed from the mod! ----------------------------------------------------------------------------------------------------------------- Installation: - TSLPatcher Install (recommended): Run TSLPatcher.exe, click the “Install Mod” button, then point it to your KOTOR II TSL install directory and wait for the mod to install. - Manual Install: Unzip the archive, then copy the "Override" folder inside the "Mira Romance Mod" folder into your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). If the Override folder was already created earlier (by installing other mods, etc.), just overwrite the Override folder when copying the files. You should have the following files inside your swkotor2/Override folder: mira.dlg global.jrl get_close.ncs kiss_mira.ncs ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg global.jrl get_close.ncs kiss_mira.ncs ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: JCarter426, JC2, DarthParametric for the great advice and support! Deadlystream Community, Kotor Tool Creators, K-GIFF Creators, Modding Tutorials Creators ========================================================= TSLRCM Compatibility: Yes Version: 1.1.0 - Original Release, First Update
  9. JediArchivist

    Update From Logan23

    Glad to hear that You are getting better Logan, that is the only thing that matters! We thank You deeply for all Your hard work, dedication and contribution to the community and for Your wise decision to share what You worked on with all of us! So, did anyone pick the project up to continue work on it?
  10. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    I am verry sorry to hear that I hope You manage to do something to avoid that. I wish You all the best, lots of luck, and may the Force be with you, and hope to hear some good news from You soon!
  11. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    Great work so far! I love the custom maps, if they are easy to make and implement we will get loads of awesome new mods!
  12. JediArchivist

    Modding KOTOR 2 on MacBook Pro

    TSLParcher does not alter the original dialog.tlk file, or any other files from Kotor like .2da, etc. for that matter. It actually drops modified copies of the files it alters into the override folder, leaving the original files intact. If it modifies the dialog.tlk file it finds in your Kotor folder on spot, or it just installs a pre-modified version of the file made by the modder, i do not know so far. My described method is far from perfect, as mods that alter the same file would just overwrite eachother's files, and that could cause trouble... That is what TSLPatcher is used for after all, to prevent mod conflicts by just injecting modded parameters in copies of the game's .2da, tlk and other files insted of copying the whole file over and over for each mod.
  13. JediArchivist

    Modding KOTOR 2 on MacBook Pro

    Or you could just use BootCamp and dual boot Windows on that Macbook Pro If you have access to a Windows PC, you could easily extract a TSLPatcher mod (without having to figure out what file from the tslpatchdata folder goes to which game folder), by simply creating a new folder (could be on Desktop or anywhere else), with the name of the mod for example, then copy the dialog.tlk file from either K1 or K2 (doesn't matter which, TSLPatcher just uses it to verify KOTOR is at that location) into the newly created folder, then inside the folder create another folder called override. This will trick TSLPatcher to think there is a full version of KOTOR installed in that folder! It should look like this: Desktop --> Mod Folder --> override & dialog.tlk Then just run the TSLPatcher installer for the mod, and when asking for KOTOR location, just point it to the folder you made and prepared earlier! Wait for it to install, and you just got yourself a manual installable copy of the mod that you can just copy on a USB drive or HDD and plug into your MacBook, then copy the files to your KOTOR folder there! Simple, right? *I have not tested, but this could work to trick the installers of TSLRCM and M4-78EP to create a manuall install as well!
  14. JediArchivist

    Mira Romance Mod

    Great mod!
  15. It would be awesome if someone would help me port Trex's brilliant The Jedi Masters mod to work with KOTOR 1 instead or TSL!* You can find out more about it and download it here: http://www.the-jedi-masters.com The reason for this is that I want to attempt to run The Jedi Masters with the Mobile (Android / IOS) version of KOTOR 1, so that would be pretty cool...almost like a new KOTOR game. I have already tried installing The Jedi Masters mod onto the PC version of KOTOR 1, the game launches, when i start a new game the custom loading screeen appears, but then the game crashes! If anyone could provide some help or find the time to port the mod for me (if it is easy to do and does not take too much time / effort), i would greatly appreciate it! UPDATE 1: Progress: 15% Results: Got the game to load a savegame from the first level of the mod without crashing. Managed to get the level to partially (just a very little part of it) load (HUD, doors, characters, text above characters / objects). Can warp to modules using the console, most levels only display a black screen. Loading screens seem to work fine. -------------------- I experimented with The Jedi Masters, i manually installed it (copied all files to neccesary folders) onto a copy of KOTOR 1 (obviously, on purpose), then i selected all the .mdl files in the Override folder, ran them through the K2 to K1 porting process with MDLEdit, batch renamed them then put the converted / ported files back to Override. I basically followed the porting procedure described in Thor110's K1 to K2 level porting tutorial, but in reverse (in MDLEdit open .mdl as K2 file -> convert to ASCII -> open the resulting ASCII file as K1 file -> convert back to Binary). The .mod files from the Modules folder should already be compatible i figured... Progress: now the game loads a save from The Jedi Masters instead of crashing the game. It also shows elements lile the doors and characters, with their corresponding label / text above them! My character cannot move unfortunately. The game crashes when starting a new game, just like before porting the .mdl files. I am definately making some progress here! I wonder why the game won't load the other elements like textures though, as far as i know they should work without porting them, only the .mdl files require porting. UPDATE 2: Progress: 70% Results: Got the game to properly load a savegame from the mod. The level loads completly, all loading screens, maps, textures, characters, journal entries, map, dialogues and most interactions seem to work! I can also now move freely through the game. My character model is displayed without the head, i managed to get around that by changing my appearance to Dustil using Kotor Savegame Editor. -------------------- After the last attepmt when i ported all .mdl files to K1 format, now i also copied all the ported K2 modules and files (textures, models, characters, maps, etc.) that i made for my KOTOR II Mobile portimg attempt. Progress: Now the game loads the entire level, not just the doors and characters. I can walk around the level and interact with NPC's, open doors and containers, have proper conversation, even the journal and map work! When starting a new game it starts a new KOTOR 1 game instead of crashing like it did before. I also copied the files over to an iPad running the Mobile version of KOTOR 1 (i installed / copied the files like a mod)! Some pictures (notice the KOTOR 1 Mobile HUD): *For my personal use only, no files will be published or uploaded without the original modder's clear and explicit consent, as all work related to the mod belongs to him!
  16. JediArchivist

    The Jedi Masters (TSL Total Conversion Mod) ported to KOTOR 1

    I know this is a next to impossible, lots of work, very hard, useless endevour. I am only doing it for fun and educational purposes, and personal use only. I am not even hoping to get the mod working perfectly with K1, i am only hoping for some partial functionality... I experimented with The Jedi Masters, i manually installed it (copied all files to neccesary folders) onto a copy of KOTOR 1 (obviously, on purpose), then i selected all the .mdl files in the Override folger, ran them through the K2 to K1 porting process with MDLEdit, batch renamed them then put the converted / ported files back to Override. I basically followed the porting procedure described in Thor110's K1 to K2 level porting tutorial, but in reverse (in MDLEdit open .mdl as K2 file -> convert to ASCII -> open the resulting ASCII file as K1 file -> convert back to Binary). The .mod files from the Modules folder should already be compatible i figured... Progress: now the game loads a save from The Jedi Masters instead of crashing the game. It also shows elements lile the doors and characters, with their corresponding label / text above them! My character cannot move unfortunately. The game crashes when starting a new game, just like before porting the .mdl files. I am definately making some progress here! I wonder why the game won't load the other elements like textures though, as far as i know they should work wothout porting them, only the .mdl files require porting. Should i dissasemble and reassemble the .mod files...would that have any influence at all?
  17. JediArchivist

    Mira Look for Visas

    Version 1.0.0

    31 downloads

    Mira Look for Visas Mod ========================================================= Description: This mod simply replaces the Visas character model with Mira in KOTOR II TSL. It has been tested and works fine. This mod is compatible with TSLRCM! This is my first mod, hope You enjoy it. ----------------------------------------------------------------------------------------------------------------- Installation: Unzip the archive, then copy the "Override" folder inside the "Mira Look for Visas" folder into your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). If the Override folder was already created earlier (by installing other mods, etc.), just overwrite the Override folder when copying the files. You should have the following files inside your swkotor2/Override folder: p_visasbb.mdl p_visasbb.mdx p_visash.mdl P_visash.mdx ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: p_visasbb.mdl p_visasbb.mdx p_visash.mdl P_visash.mdx ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: Deadlystream Community, Kotor Tool Creators, Modding Tutorials Creators TSLRCM Compatibility: Yes =========================================================  Version: 1.0.0 - Original Release
  18. JediArchivist

    Mira Romance Mod

    I am sorry...i have actually been waiting for something like this to come out for 12 years, and observed that nobody did any mod to address the lack of a Mira romance, and in the end i was like: "Damn, why not try to do something myself about this!" I also never got to see anyone talking about such an endevour on the forums, if i would have seen someone working on this i would have offered to help them rather then starting my own mod. If you were planning or working on this, please do not give up! My mod is quite simple and is sort of like a Beta state...meaning there are still some things that need to be implemented, and i have no idea how to address them at the moment! There could be two or more mods addressing the Mira romance in alternate ways, maybe yours would have been different and maybe even better, who knows.
  19. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far i managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/688 Without this great tutorial i would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! *Updates will be posted to this thread as they come! This post will also be updated as well.
  20. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    I got this idea for the Expanded Galaxy Mod last night: <spoiler> Use the Ebon Hawk, Harbringer, Leviathan and the severly damaged Sith ship at the end of K2 before Malachor (i forgot how it's called) on Lehon (the Unknown World)! They could be some of the derelict ships that have crashed onto the planet in the past! Modules from the Endar Spire and the Harbringer could be used as the crashed Hammerhead-Class ship on the beach (imagine how awesome it would be to get inside it)! The entry poimt to the ship could be on the beach where the Ebon Hawk lands, to the upper right while facing the sea, there is a shallow road that narrows down and is blocked (i'll send a picture if You can't find it). There could be flooded portions of the ship (shallow water that the player can walk through like on the beach) and it must show signs of damage. Here the player would have to use some Power Couplings and other parts found on other derelict ships in order to restore emergency power to that ship, with the purpose of retrieving some data from the ship's navicomputer. The data could result in a new sidequest eventually. On the ship there could be some damaged, abandoned droids and turrets that attack the player because their targetting systems got damaged from the crash and also worn out in time. You could also find scattered datapads and terminals that tell the story of the surviving Republic soldiers that were on the ship when it crashed, as the ship was their temporary base on Lehon after the crash. They stayed on the ship a few years and after multiple Rakata attacks they eventually moved to one of the islands and left the ship, while a small number remained on the ship. You can find them in a section of the ship and one of them is a merchant giving you some unique items. There is also a workbench and lab station in that section. They tell you about another Sith ship that crashed nearby and give you some sidequests: investigate the Sith ship and kill the Sith faction there, retrieve some supplies and essential parts from that ship, turn of the malfunctioning security system on a deck, there could be a section that is inacessible because it is underwater, and you would need to activate a pump in order to drain the area and then it becomes accesible (in that area you would have to install the power couplings, etc.). There could also be a Sith scouting pary / commando searching the ship for a way to get off the planet as well and you would have to fight them. There would also be a crashed Sith ship (use modules from the Leviathan and the damaged ship from the end of K2) where there would be a Sith faction and you would have to fight them and explore the ship in order to get the power couplings and parts needed to restore power on the Republic ship! Through the cracks and gaps of the damaged ship you could see the Lehon landscape (sea, beach etc.) instead of the original space view! This would make and interesting addition, as i always had a thing for exploring / fixing (restoring power) / investigating derelict ships! </spoiler>
  21. Updated the first post to reflect the progress made! Added some pictures as well. So far i only managed to port the K2 maps to K1 using Your tutorial. Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files... So i could say i had very partial success so far! How did You get the games to load the other game's menu and content? That would be awesome! Could you please describe what You did in order to male K1 load K2's menu and content please? I have tried copying the content over and porting the modules and content, but only got very limited success.
  22. JediArchivist

    Mira Romance Mod

    Unfortunately the mod does not replicate the Bastila kissing scene from KOTOR 1, because of problems with the get_close and kiss_mira scripts, probably because these scripts were for K1, and because they were supposed to take place in the Ebon Hawk's dorm room where Bastila's default position was, while Mira stays in the auxiliary room / closet in the main hold and the script is therefore executed there... And yes, Mira definately is the hottest bounty huntress in the galaxy
  23. JediArchivist

    MOD:Mira Romance Mod

    No, this mod is completly standalone, it does not require anything installed before. However, it should work ok with other mods like TSLRCM, the only reccomandation in this case is that You install Mira Romance Mod last (in case other mods edit the mira.dlg and global.jrl files)! If the "Choose Mira or Hanharr Mod" is installed and you choose to have Hanharr in your party instead of Mira, obviously you will not be able to romance her anymore.
  24. JediArchivist

    [WIP][Beta] Expanded Galaxy Project [K1 & K2]

    Adding multiplayer to KOTOR... I think someone tried it 5 years ago...check this project out: https://kotorremastered.weebly.com and https://www.kh13.com/forums/topic/72719-kotor-hd-remake-currently-in-development/ Also check the description of this video: https://m.youtube.com/watch?v=M5Fnke4AKIU Looks like they were trying to do an overhaul of K1 with some new added planets and multiplayer / Co-Op support. According to the description in the Youtube video and in their forum post, they were planning to add an open world game mode as well as 5 competitive game modes with 32 players per server... I have no idea how thay were planning to do that, if they were trying to alter the game engine or use a third party utility to create and host the servers. Unfortunately, it seems the project was abandoned. Qoute from their project description at: https://www.kh13.com/forums/topic/72719-kotor-hd-remake-currently-in-development/ quote What new planets will there be? The new planets are strictly for Multiplayer, and co-op alone. There will be Djun, Felucia, and three more we don't want to spoil! Some new features: 1) Interactive Co-op campaign mode. 2) Over five competitive online game modes with up to 32 players per server. 3) An open world online game mode. 4) Five additional planets. 5) COMPLETELY remastered in fine 1080P HD 6) Updated textures, models, and more. 7) COMPLETELY new EXP system. 8) Absolutely FREE! /quote
  25. This mod is intended to enable the male Exile in K2 to romance Mira. It is comprised of: - Modifications to Mira's dialogue file (dialogs.bif/Dialog/mira.dlg) --- 95% Done Romance dialog lines added, the game only allows the Exile to pursue the romance if gender=male. - Porting the animation from K1 where Revan and Bastila kiss - and have that scene in K2 with the male Exile and Mira! --- Done I am working at identifying that script in K1, but i have no programming . scripting skills and i unfortunately have no idea how to port / make that scene trigger in K2. Thanks to DarthParametric, i found out that the kiss scene was faked using a mod, i studied the bastila.dlg file from the mod and applied the same animations as there to get that effect. I got a totally different effect as intended, but that will do for now... Many thanks to DarthParametric for explaining where to find Bastila's dialogue file! - Adding an entry in the Quests Log about the pursued romance with Mira --- Done I will need to study the Quest Log Modding Tutorial. Many thanks to LucasForums user Darth333 for his brilliant Tutorial, that can be found here: https://web.archive.org/web/20151010221351/http://www.lucasforums.com/showthread.php?s=&amp;threadid=143372 This Tutorial was used to make this mod. So far i have encountered some problems preventing me from finishing this mod: - My edited .dlg file seems to break Mira's dialogue and i have no idea why... i opened and edited the file in Kotor Tool's Conversation Editor, i also re-opened and altered it in the standalone DlgEditor. Basically only part of the conversation is activated, and the conversation crashes when the conversation option which adds my custom replies is triggered and the conversation ends. I have no idea what is causing this, according to all dialog tutorials it should have no problems but id doesn't... I'm uploading my modded file here for you to test and see for yourselves what i mean. Just copy the mira.dlg file into your K2 Override folder! This was solved using the standalone DLG Editor instead of the one bundled with Kotor Tool. Many thanks to JCarter426 and JC2 ,who helped greatly by pointing out the issues with the bundled dialog editor in Kotor Tool (it seems to corrupt the .dlg files) and recommending the standalone DLG Editor! - I have no scripting knowledge and can't wrap my head around binding some scripts to the conversation: 1. Once the "Kiss me..." dialog line is triggered, the romance must be considered "enabled" and new dialogues should reflect that instead of just re-tracing the steps that "enabled" the romance. 2. Porting the animation / script from K1 where Revan and Bastila kiss - and have that scene in K2 with the male Exile and Mira - Done! 3. Modding the Quest Log, in order for it to reflect that the Exile is romancing Mira. - Done! 4. Optional: Have the other romanceable characters (Visas and the Handmaiden) somehow acknowledge the male Exile's romance with Mira - this requires scripting as well as editing their dialogue files (that I can do myself, but not the scripting and triggers). I am looking for modders with Scripting and Dialog Editing skills to help me out wih this endevour...as in order for this to become a great mod i will need lots of help... If you know how to solve this please take a look at the bugged file, any help / advice is welcome! UPDATE: Good News! I made a new mira.dlg file with DlgEditor and this one works perfectly! Status update: I finished modding the .dlg file. I also used the same animations as in the K1 Bastila romance mod, although it had different results, but it works fine nonetheless! The only thing i need help with now is if anyone knows how to edit a conversation to pop up a different line of dialogue after an event happened, as i have no scripting knowledge and can't wrap my head around the tutorials... Many thanks go to: JCarter426, JC2, DarthParametric for the great advice and support! *I'm uploading my modded dialogue file here for you to test for yourselves. Just download and copy the mira.dlg file into your K2 Override folder, and start a dialog with Mira in-game! If You need a savegame for K2 where you have Mira on the Ebon Hawk to be able to talk to her, i also included that below! mira.dlg global.jrl K2_Mira_EbonHawk_Savegame.zip