JediArchivist

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Everything posted by JediArchivist

  1. You just have to be nice to her and fight with her. Gain influence. Later you just ask her if she would like to chat, and the conversation just goes from there (compliment her, etc.)... Don't forget to play the game in english, otherwise you are shown a black screen at the conversation. You just have to change the language and that's it, don't make a new save file.
  2. This is a great tutorial for basic modding, it also explains very clearly and thoroughly how to place NPC's onto the map: For NPC placement tutorial watch from 29:38 ! I also recommend the tutorial by Fair Strides in this thread:
  3. I know that the release may be kind of borderline-illegal, but i noticed that Thor110 also released all ported maps from K1 to K2 and vice-versa on ModDb, and there were no problems... So i decided to release my work like this as well. Anyways, i hope you all enjoy the early Alpha release! 😉😀
  4. @DrMcCoy I am verry happy to hear that You are working on an Android and IOS port of Xoreos. Please excuse me if i'm posing an innapropriate question, but when can we expect a release for the Android / IOS version of Xoreos. Just an estimate, if possible, i am definately not trying to tell You to rush anything or something like that. I am just super hyped for Your project and can't wait to test it! By the way, i used to be a beta tester some time ago for a big game company, and could help you test Xoreos on both Android and IOS (i own both devices)! KOTOR II Mobile (K2M) first version – 0.4.0 Alpha released on ModDb! Alpha 0.4.0 of the mod is live! We released earlier than expected! Head over to our ModDb page files section to download it now: https://www.moddb.com/mods/kotor-ii-mobile-k2m/downloads/k2-to-k1-port We also have se up a site for the project at: https://kotor2mobile.wordpress.com Unfortunately in this very early stage of development of the mod there is not much to do, than explore the maps, search for loot, etc. Also, you will most likely encounter lots of bugs and some game-breaking ones as well, this is still an Alpha release. Still, it’s a great achivement for us, enabling You to experience all game maps / levels in mobile! THIS RELEASE IS FREE TO MODIFY AND REDISTRIBUTE, RE-RELEASE ON OTHER HOSTING SITES OR TO INCLUDE IN YOUR MOD PROJECT! GIVING CREDIT IS NOT MANDATORY, BUT VERY APPRECIATED! We encourage all skilled modders out there to use our work as a foundation / framework for their project, or even try to complete the KOTOR II port to mobile before us and work out the bugs and problems!
  5. I found this old, abandoned mod, the only remaining copy of it is here: https://www.lonebullet.com/mods/download-five-twin-suns-esque-outfits-for-female-pcs-star-wars-knights-of-the-old-republic-ii-the-sith-lords-mod-free-54278.htm This is basically sort of what i was looking for for my female Exile, but i also want the outfits to be availlable to party members, like Mira! Looks like somebody actually managed to find and extract the Twin Suns outfit files and edit them a long time ago. I took a look at it and the files within and i can't figure out how to edit them to make them into universally equipable clothes... Could someone please be kind enough to take a look at the mod files, then give me some instructions on how i could make them into wearable clothes that both my character as well as the party members could equip? Then i would need to find a way to place 4 of the outfits into a Plasteel Cylinder aboard the Ebon Hawk (one for the female Exile, and 3 for Mira, Handmaiden and Visas) so they could be accesible from the beggining of the game. Thank You very much in advance to anyone who could lend a helping hand!
  6. Yes, the mod is fully compatible with M4-78 Enhancement Project, as well as TSLRCM and actually any mod that does not modify Mira's dialogue file! The only mods that Mira Romance would not be compatible with are total conversions, like The Jedi Masters and Revenge of Revan.
  7. I am very happy to hear You enjoy the mod! I wish this mod existed 13 years ago when i first played KOTOR II...
  8. 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!
  9. 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!
  10. 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:
  11. 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:
  12. 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.
  13. 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!
  14. 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?
  15. 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!
  16. 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!
  17. 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.
  18. 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!
  19. 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? UPDATE: After the last attempt 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. Making 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)!  I updated and posted some pictures at the end of the first post!
  20. 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.
  21. 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>
  22. 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.
  23. 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