JediArchivist

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Everything posted by JediArchivist

  1. 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 make 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.
  2. 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
  3. 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.
  4. View File Mira Romance Mod 2.0 Mira Romance Mod – v 2.0 ========================================================= 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 and M4-78 EP! Important: - You must install this mod after TSLRCM and M4-78 EP, because it updates the mira.dlg and global.jrl files! - This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues! Player Guide: In order to trigger Mira’s romance dialogue, You must have 100% influence with her, and have her fully trained as a Jedi! I hope You will enjoy this mod! ----------------------------------------------------------------------------------------------------------------- Credit: - Credit goes to Effix for allowing me to use the files “"pfbam.mdl" and "pfbam.mdx" from his mod "Effixian's Alternative Female Underwear 2019"! - Credit goes to Empeor Devon for the Twin Suns outfit texture file, from his mod “Five Twin Suns-esque Outfits For Female PCs”! - The "get_close.ncs" and "kiss_mira.ncs" files were also bundled with the “Bastila Romance Enhacement” mod 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): Important: You must install this mod after TSLRCM and M4-78 EP, because it updates the mira.dlg and global.jrl files. If You have the 1.0 or 1.1 version of the mod already installed, just delete get_close.ncs from Your Override folder, then run the TSLPatcher installer, it will overwrite the old version and update to version 2.0! 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. The TSLPatcher will automatically backup your global.jrl file in the mod installer folder (Mira Romance Mod/Backup), You must copy it from there into a safe location (You can make a Backup folder into Your KOTOR or Override folder)! - Manual Install: Backup your global.jrl file in the Override folder, if there is any (in case You have TSLRCM and / or M4-78 EP or other mods that affect this file installed)! Unzip the archive, then copy the files in the tslpatchdata folder from the Mira Romance Mod folder to the "Override" and “Movies” folders inside Your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). You should have the following files inside your swkotor2/Override folder: mira.dlg global.jrl kiss_mira.ncs pfbam.mdl pfbam.mdx pfbamc01.tga And in the Movies folder: MiraRomance.bik ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg global.jrl kiss_mira.ncs pfbam.mdl pfbam.mdx pfbamc01.tga And from the Movies folder: MiraRomance.bik And then restore Your backup of global.jrl. If You forgot to backup global.jrl before installation, then just leave the modded global.jrl inside the Override folder instead of deleting it! ----------------------------------------------------------------------------------------------------------------- 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: Effix, AmanoJyaku, JCarter426, JC2, DarthParametric for the great advice and support! Deadlystream Community, Kotor Tool Creators, K-GIFF Creators, Modding Tutorials Creators ========================================================= TSLRCM Compatibility: Yes Current Version: 2.0.0 – Major Update 1.1.0 - Original Release, First Update Update 1.1.0 (Original Release, First Update) features: - Added a TSLPatcher installer to the mod, for easy and optimized installation. 2.0.0 – Major Update Update 2.0.0 (Major Update) features: - Updated the global.jrl file to be completely compatible with TSLRCM and M4-78 Enhancement Project. Now the global.jrl file in the override folder can be safely overwritten by the mod’s file without causing any issues! - Fixed a bug caused by the “get_close.ncs” script, where the Player Character would teleport to another area after ending the dialogue. - Added a movie with an animation that replaces the broken “get_close.ncs” script. - Added a new outfit for Mira inspired by the Twin Suns outfit. To equip it You must unequip all clothes / robes / armours, the outfit basically replaces the underwear model! Please install the Mira Romance mod after You have installed the TSLRCM and M4-78 EP mods! It is also compatible with Cathalan, as long as You install TSLRCM, M4-78 EP and the Mira Romance mod first, then Cathalan last, because it updates the global.jrl file! The mod should be compatible with any other mod, as long as it does not alter Mira's dialogue file (mira.dlg) or the Journal file (global.jrl)! This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues! Here is a savegame made before the Mira romance scene, so you can try the mod right away without having to play through the whole game, just drop it into Your Saves folder: Before Mira Romance.rar Submitter JediArchivist Submitted 01/11/2019 Category Mods TSLRCM Compatible Yes  
  5. Version 2.0

    2,642 downloads

    Mira Romance Mod – v 2.0 ========================================================= 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 and M4-78 EP! Important: - You must install this mod after TSLRCM and M4-78 EP, because it updates the mira.dlg and global.jrl files! - This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues! Player Guide: In order to trigger Mira’s romance dialogue, You must have 100% influence with her, and have her fully trained as a Jedi! I hope You will enjoy this mod! ----------------------------------------------------------------------------------------------------------------- Credit: - Credit goes to Effix for allowing me to use the files “"pfbam.mdl" and "pfbam.mdx" from his mod "Effixian's Alternative Female Underwear 2019"! - Credit goes to Empeor Devon for the Twin Suns outfit texture file, from his mod “Five Twin Suns-esque Outfits For Female PCs”! - The "get_close.ncs" and "kiss_mira.ncs" files were also bundled with the “Bastila Romance Enhacement” mod 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): Important: You must install this mod after TSLRCM and M4-78 EP, because it updates the mira.dlg and global.jrl files. If You have the 1.0 or 1.1 version of the mod already installed, just delete get_close.ncs from Your Override folder, then run the TSLPatcher installer, it will overwrite the old version and update to version 2.0! 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. The TSLPatcher will automatically backup your global.jrl file in the mod installer folder (Mira Romance Mod/Backup), You must copy it from there into a safe location (You can make a Backup folder into Your KOTOR or Override folder)! - Manual Install: Backup your global.jrl file in the Override folder, if there is any (in case You have TSLRCM and / or M4-78 EP or other mods that affect this file installed)! Unzip the archive, then copy the files in the tslpatchdata folder from the Mira Romance Mod folder to the "Override" and “Movies” folders inside Your KOTOR II TSL install directory (Default: C:/Program Files/Lucas Arts/swkotor2 or C:/Program Files/Star Wars - Kotor 2 for GOG version). You should have the following files inside your swkotor2/Override folder: mira.dlg global.jrl kiss_mira.ncs pfbam.mdl pfbam.mdx pfbamc01.tga And in the Movies folder: MiraRomance.bik ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg global.jrl kiss_mira.ncs pfbam.mdl pfbam.mdx pfbamc01.tga And from the Movies folder: MiraRomance.bik And then restore Your backup of global.jrl. If You forgot to backup global.jrl before installation, then just leave the modded global.jrl inside the Override folder instead of deleting it! ----------------------------------------------------------------------------------------------------------------- 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: Effix, AmanoJyaku, JCarter426, JC2, DarthParametric for the great advice and support! Deadlystream Community, Kotor Tool Creators, K-GIFF Creators, Modding Tutorials Creators ========================================================= TSLRCM Compatibility: Yes Current Version: 2.0.0 – Major Update 1.1.0 - Original Release, First Update Update 1.1.0 (Original Release, First Update) features: - Added a TSLPatcher installer to the mod, for easy and optimized installation. 2.0.0 – Major Update Update 2.0.0 (Major Update) features: - Updated the global.jrl file to be completely compatible with TSLRCM and M4-78 Enhancement Project. Now the global.jrl file in the override folder can be safely overwritten by the mod’s file without causing any issues! - Fixed a bug caused by the “get_close.ncs” script, where the Player Character would teleport to another area after ending the dialogue. - Added a movie with an animation that replaces the broken “get_close.ncs” script. - Added a new outfit for Mira inspired by the Twin Suns outfit. To equip it You must unequip all clothes / robes / armours, the outfit basically replaces the underwear model! Please install the Mira Romance mod after You have installed the TSLRCM and M4-78 EP mods! It is also compatible with Cathalan, as long as You install TSLRCM, M4-78 EP and the Mira Romance mod first, then Cathalan last, because it updates the global.jrl file! The mod should be compatible with any other mod, as long as it does not alter Mira's dialogue file (mira.dlg) or the Journal file (global.jrl)! This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues! Here is a savegame made before the Mira romance scene, so you can try the mod right away without having to play through the whole game, just drop it into Your Saves folder: Before Mira Romance.rar
  6. 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/
  7. Thank You DarthParametric, i have been struggling to find that one for a long time! UPDATE: I also figured i must mod the Quest Log, in order for it to reflect that the Exile is romancing Mira. I will search for a tutorial in that matter... As soon as that is done i will upload a Beta version of the mod to the Files section! UPDATE 2: 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! UPDATE 3: More Good News! The first version of the mod is now live! I have uploaded it to the Files section, and it is awaiting verification and permission! 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... 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.
  8. Did you edit the K2 to K1 files and "empty" the levels, or are they as they resulted from the porting? I mean, are the placeables, characters, area transitions, scripts, etc. still in the level / module or have they been removed and the module is a "blank slate"?
  9. I don't think You have any fault at all... The mobile version of K1, especially the IOS one simply does not work that well with larger mods... That is why i also couldn't get KOTOR 1 Restoration to work completly and encountered many hangups with it, and i couldn't get BoS:SR to work at all on IOS, although on Android it works just fine. I bet Your mod would work perfect on Android, i'll try it soon and let You know! And i hope You will continue making other awesome mods like this one! Update: Good news! I tested the mod on Android and, as expected, it works perfectly! It seems the aforementioned problems are only on the IOS version... That is strange, given that both the IOS and Android versions of KOTOR 1 Mobile are basically the same... Anyway, the PC and Android versions of your mod work flawlessly, i have not encountered any noticeable bugs!
  10. Did you manage to fix the lighting problems, how is it going? What editions of K1 / K2 did you use when porting the maps and are now having lighting issues with? The Steam, GOG or 4CD Original edition? Since you mentioned patching I believe it is the 4CD version? If you don't have the GOG version of the games, I highly recommend you purchase them, as they are optimised for modern OS, and only about 10$ each game (20$ for both games), a true bargain! Which texture pack are you using, since there are actually 3 versions of the same textures: TPA - High Texture Quality; TPB - Medium Texture Quality; TPC - Low Texture Quality, you said you mixed all 3 of them and dropped them into the Override folder? Though since it's a lighting issue, i don't believe the textures have any impact on that, just saying...
  11. DarthParametric, i did not remember if the kiss with Bastila was in the original game or the result of a mod... I remember last time playing K1 on my iPad 3 about 2 years ago and the kiss scene was present as i recall...i probably installed the mod (since i used to mod the game even on IOS as well with all cool mods i could make work) and forgot about it... That simplifies things, i could just try to copy the animation and ita implementation from Bastila's .dlg file altered by the mod, as shown in Your post. Many thanks for clearing this out! JCarter426 and JC2, thank You very much for Your useful insight! I will now definately re-edit the file from schratch, this time only with DLG Editor! Can anyone tell me where exactly is Bastila's .dlg file located in K1... since K2 has the BIFs/dialogs.bif folder, and K1 has no such folder inside BIFs, and manually searching for the location of K1's dialogue files brought no results for me? P.S.: I still need help with the scripting... I will update with what needs to be done after i remake the mira.dlg file with DLG Editor and take a look at how that Bastila Romance Mod changes the bastila.dlg file to fake that kiss...
  12. 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=&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... UPDATE 2: I am now working on the 2.0 version of this mod. It will include: a remade global.jrl file fully compatible with TSLRCM and M4-78 EP, a movie animation that will replace the broken kiss script and a Twin Suns outfit for Mira. Many thanks go to: Efix, AmanoJyaku, 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
  13. I guess you could adress the issue with the K1 to K2 port in a legal friendly way either by creating an easy to follow tutorial that uses your released K1 to K2 modder's resources so a user would have to gather all your modder's resources you ported from K1 to K2 and manually batch copy them to the override, mods, etc folders to have the full port, either a more advanced method (you would need some programming skills for this), by creating an automated installer that runs on the user's PC and that just rips and converts the files from the genuine installations of K1 and K2. Actually, a team of dedicated modders managed to make an utility that legally ports Fallout 3 into the Fallout New Vegas engine (which is newer and more optimised, like the case with K1 and K2). They did this by releasing no actual game files, just an installer that takes the files from Fallout 3 and converts them as a Total Conversion mod for Fallout NW, thus allowing players to wander on the maps of both Fallout 3 and Fallout NW and complete both storyes in a single game (using Fallout NW only to play both games), and players can also transition in-game from the Fallout 3 and Fallout NV maps! This looks exactly like what you are planning with KOTOR... Check out their project for reference: https://taleoftwowastelands.com/ Quote from the Q&A section of their site:
  14. Just finished playing this. Awesome mod, really well done and i enjoyed playing it very much! Feels so much like a part of the original game rather then a mod, it fits in perfectly! Just so You know, I encountered no major bugs whatsoever when playing your mod, it was a very smooth and polished experience! I also tried to install it to the IOS version of KOTOR 1 Mobile, unfortunately it does not seem to work with this version, as the game will hang when loading the new Mandalorian Base area. When i bypassed this by loading a save made directly in the Mandalorian Base, it loaded it fine, but the Dialogue triggers don't appear to work and i cannot exit the base I will try to see if it works with the Android version, since it is more flexible... Off-topic, i managed to get the Yavin IV mod to work perfectly with KOTOR 1 Mobile and KOTOR 1 Restoration to work partially on IOS, as well as Brotherhood of Shadow: Solomon's Revenge to work on Android, so it's a mystery why Mandalorian Lehon Expansion does not work...maybe it will work fine on Android as BoS:SR only works on Android as well.
  15. That is good news Tyvokka, we thank you and the Admins / Moderators for clearing this out! Acknowledged, full game ports will be attempted ONLY for personal / research use, with NO releases or uploads of any kind! It would be cool if someone would make a K2 port in private and only send Disney / EA / Obsidian the only copy of the project (and then destroying all his / her copies), and write them: "Dear Disney / EA / Obsidian, since You had no interest in making a mobile K2, here you are, I made all the work for You! Now, if you please, would you kindly consider officially publishing the app to IOS and Android? You are now in possesion of the only copy of the build, I deleted my files and never aimed to publish anything since only you have this right and it is Your property, now it is only up to you to publish the game!" and sending the letter to the gaming press as well I'm really curious what their reaction would be! Thor110, I am making progress using your tutorial... actually the module porting procedure was not so complicatede after all, after i managed to wrap my head around it i managed to port the Ebon Hawk, Peragus and Harbringer from K2 to K1 in less than 2 hours (I didn't get to test them out yet but i followed the exact stept outlined by you, so it should work!). Your tutorial is very comprehensive and practical, very well made and i thank you for it! After porting the first module now i started porting a planet at a time, works great! My goal is to port at least a planet a day and see how that works out. I also managed to batch convert all the model files (.mdl) from K2 to K1, but with some errors. I'm doing this for personal use only...I don't aim to release anything, considering that You are handling the module porting process and creating the modders resources, and it was Your idea after all! I'm sure that you are doing the better job anyway, having more experience in the matter! By the way, when you did the batch converting of all the K2 models to K1 (.mdl files to ASCII and then to Binary again), did you get so many errors (about 100 of them or more) when converting the ASCII files back to Binary? I used the correct procedure, and definately didn't forget to set the game to K2 mode when batch converting the Binary files to ASCII and then to K1 mode as I converted the ASCII files back to Binary! I also encountered some errors, less this time (about 40 of them), when first batch converting the K2 Binary files to ASCII... Is this normal? Did you also get so many errors?
  16. Sounds like a very ambitious project, good luck with your endevour! Could you please write a detailed tutorial about mass porting all maps and content from one game to the other. You mentioned that you somehow automated the process and managed to port all the K2 modules to K1 in like 5 minutes or so...when you get the time please make a tutorial explaining exactly how you did this procedure step by step, for n00bs I tried to port the Ebon Hawk first module from K2 into K1 using your tutorial, and after 2 hours of multiple trial and error, ended up almost giving up...so many files, locations and filenames...damn *For anyone who makes this confusion: Apeiron was not a port! It was a remake, meaning it was K1 remade from scratch in another engine (in this case Unreal Engine 4). The only content "ported" (though more likely copied or imported is the proper term here) was the soundfiles and dialogue files, which it used instead of recording new VO's and writing new dialogues, and this was also used as some form of DRM, to prove that the user owned a genuine copy of K1 and to prevent piracy! Apeiron has not been shut down for mass porting, because it didn't port any modules / characters / skins / models / textures, they built them from scratch using the original game as reference! They were C&D-ed because of "plagiarism", that is because they recreated new models, characters, maps and props and basically a whole game copying K1, and launching it as a brand new "remake" game! In Disney's opinion, this was an unfair use of their Intellectual Property and they said that Apeiron would be confused with the original K1. It's like if someone decided to make a blockbuster movie with a remake of "Star Wars VIII - The Last Jedi" with new identical or similar props, actors, costumes, locations and story, while ripping the actor's dialogue lines from a copy of the genuine film.
  17. I can't help but wonder why Aspyr decided to abandon the idea to make a Kotor II port. It just seemed like a great way of making lots of Star Wars fans happy and a relatively easy prophit opportunuty for the company... On the forums people talk about technical and legal issues that would prevent Kotor II TSL to be properly ported to mobile platforms, but that doesn't make any sense at all, because: - Technical: 1. Kotor I and Jade Empire were already ported succesfully, so there is a proven, effective workflow for the porting process that has been already implemented with great results. 2. Kotor II runs on the Aurora Engine (based on nwscript), same as Kotor I and Jade Empire (which were already ported). Kotor II uses a slightly updated version of the engine, while Jade Empire uses an even more updated version of the Aurora Engine and features highly complex combat mechanics, and it was still sucessfully ported to mobile platforms nevertheless! 3. Kotor II has already been ported to Mac OS, and is present in the official Mac OS App Store, and it is a known fact that IOS is a modified version of Mac OS (that shares the same kernel and UNIX core, but is optimised for mobile devices). Considering the facts above, it would look like most work is pretty much already laid out ahead for the developers, at least for porting the game to Apple's IOS. There is also the increase in computing power and storage speed for mobile devices, that happened since Kotor I was ported, so there should be even less limitations and work to be done involving reducing the size of the downloaded and installed files of the game and other tweaks necessary to make the game run smoother, as was the case with Kotor I. On an iPad Pro 2, the game would most definately run and look nothing short of absolutely stunning! - Legal: 1. Since Aspyr Media already got the rights to port Kotor I, Kotor II and Jade Empire to the Mas OS and Linux operating systems, and thay got the legal right to publish these 3 games to Steam, and most importantly to the Mac OS App Store, and since they already ported Kotor I and Jade Empire to IOS and Android as well and published the 2 games on both the IOS App Store and Android's Google Store, what is stopping them in porting the app to IOS and releasing it to the Mobile Apple App store as well? Isn't it basically the very same thing as the Mac OS App Store from a legal standpoint? Both the Mac and the Mobile App Store are owned by the same company, have the exact same License Agreement, can be accesed with the same User Account that signed the same EULA, and are basically stored on the same datacenters! 2. Some people stated on the forums that there might be a legal problem preventing Kotor II being ported to mobile, involving the fact that the game was developed by Obsidian instead of Bioware. If that was the case, how come this did not prevent the game to be ported to Linux and Mac OS as well, and how come despite this the game has been legally published to the Apple App Store? The same people also stated that Aspyr officials informed them that Disney / EA did not agree with the porting of the game. Again, the same question arises here, then how / why was the Linux and Mac OS port and the Apple App Store publishing possible, since it involves the very same legal envirnoment? In conclusion, I cannot find any logical explanation as to why this great game with a huge fanbase has been excluded from Aspyr's project list...
  18. Kotor 2 on mobile already sort of exists... You can just run K2 on a Windows Tablet / Phone with a virtual Joystick emulator and that is about it! Also, EA / Obisidan never actually did port K1 to IOS and Android...they simply comissioned a third party company called Aspyr media to port it, and they did a market study to see if it was worth it to port K2 as well...and ultimately decided not to go ahead with it. Quote from: https://toucharcade.com/2018/05/03/kotor-2-mobile-not-on-the-horizon/ So, there would be no market cut in this case since there is no intention to launch a K2 Mobile port in the future, and it is already an almost two decade old game, so every year the chances of it being ported to mobile actually fade more and more! As another example...Beloko games did an unofficial Android port of the Star Wars Jedi Knight shooter games, and there were no legal problems of any kind! The way they adressed the issue was that they just provided an alternate engine for the game that ran on Android, and the user had to own a genuine copy of the game, and copy the .pak files from the PC version into the Android engine in order to play the game! www.beloko.com
  19. Is it ok if we just work on this for personal use only, eventually release only a tutorial here so that anyone with basic computer skills could create their own K2M Port? Eventually the final mod could be published on some other site non-affiliated with DeadlyStream, like Moddb...
  20. I would love to beta test the mods on IOS and Android for you! I have an iPad and an Android tablet, both with a genuine copy of KOTOR Mobile installed. I'm also quite good at adapting / porting PC KOTOR 1 Mods onto KOTOR Mobile. So far I even managed to get Yavin IV to work flawlessly on IOS, K1R (Kotor 1 Restoration) to work partially on IOS, and Brotherhood of Shadow: Solomon's Revenge to work very well on Android. I also kow how to mod KOTOR on newer, locked (jailed) versions of IOS by sideloading the KOTOR app with the mods preloaded into it, I even discovered a way to "sign" the preloaded app by updating it with the genuine one (provided it has been bought on the App Store Account used) so that the preloaded app works permanently, instead of the 7 day temporary license! I really admire what you did with porting the maps, it is awesome so far and I can't wait to get the uploaded K2 maps for K1! Hope you plan to upload these soon! Many Kudos for your work so far! I just started learning to make KOTOR mods as well, so far I only managed to make a simple mod for K2 that turns Visas into Mira! I am also working on a proper Mira Romance mod, I already altered her Dialogue file, but I ran into some issues preventing me from finishing the mod... The plan is to also port the animation from K1 where Revan and Bastila kiss and have that scene with the male Exile and Mira! I also made a mod for K1 and ported Mira to replace Juhani, but that one had weird results so i did not post it here (her head is untextured and her outfit is messed up)! My dream project is to port the entire content of K2 as a mod for mobile K1, thus getting K2 on mobile (the maps You have already ported, the characters and textures should be easy to port too, and lets hope that the scripts will not require some adaptations). However, if the scripts will not work fine it will be a very hard, next to impossible project, but at least we'll get the maps and assets!
  21. That is great, will they just include the srcipts and triggers or everythimg they came with? Once your tutorial is up I'll try to port the maps myself to see if they work ok on the mobile version. For that I only need to convert the filenames to full lowercase characters and copy them like I would on a PC version of the game. Could you please include in the tutorial, your method for batch (mass) module porting used here? The K1 to K2 tutorial considered porting each individual map at a time, but you said here that you mass ported all maps for practicality... I aim to port all of the K2 maps to K1 and see if I end up with anything playable...
  22. Is it possible to make a port of the K2 maps for K1 in the future, after you are done with all your projects, without ripping out the missions, stories, scripts, characters, triggers, area transitions, etc and leaving everything intact so i can experiment with them? That would help me greatly with my K2M mod... Or better yet, maybe you could lend me a hand with it later on, if possible... https://deadlystream.com/topic/6833-wip-kotor-ii-mobile-k2m-project-kotor-ii-tsl-content-ported-to-kotor-1-mobile-ios-android/ Great work so far, can't wait to play with the maps. And when it's done, I'm sure your mod will be awesome!
  23. View File Mira Look for Visas 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 Submitter JediArchivist Submitted 12/28/2018 Category Mods TSLRCM Compatible Yes  
  24. Version 1.0.0

    211 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
  25. This mod simply replaces Visas character model with Mira in KOTOR II TSL. It has been tested and works fine. It is sort of a primitive replacement for the lack of a Mira Romance option in KOTOR II, which i also plan to address with a future mod. This is my first mod, hope You enjoy it. https://deadlystream.com/files/file/1422-mira-look-for-visas/ EDIT: If a moderator comes across this, please delete this post, as the file has already been uploaded to the Downloads section!