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Everything posted by LanguageWriter123
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KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
Thank you appreciate that. So I think with the grass distance you can mess with OpenGL calls and dlls associated with that. This one setup came with the OpenGL dll and the text files to edit to mess with the grass settings and other textures. Get it here, it's called GLOverride: https://www.humus.name/index.php?page=Cool I'm going to test it too but if that doesn't work then I'll probably try to mess with the distance too then yes. -
KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
Glad you can find this mod useful then thank you. I don't see why it couldn't be used with that. Just make sure the community patch is installed first then this mod. If it replaces any 2das in the Override, let me know. But I think you should be fine even if it did. -
KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
Yes it would be. I know this because I looked at the Mac, Android, Linux, and Xbox binaries and seen they have basically identical code. As to if the relatively same changes work everywhere I do not know yet. Thank you too and no problem. I'm sorry for the really long wait, I just been depressed atm, exhausted from work a lot of the days, and busy with other things too. I was working on the Xbox version very recently. Modified the first footlocker you open, the script for it, to give millions of exp. But with my certain changes to the XBE (xbox version of exe) it won't work right with the 2da files. I looked at the game in a debugger with these changes and that's where it breaks, when loading the 2das at the second logo screen. As for attempting the changes for the Mac version I did a little bit months and months ago (maybe a little over a year) and was able to make some changes without the game crashing so I should be able to do relatively the same exact stuff. I disassembled the Android and Linux versions too and they basically had the same exact code. So yeah, if I hurry and make the edits I should be able to distribute those soon too. Yes it would be but I just had a very hard time editing featgain and force power gain in the exe without it breaking the game in some way. The feats as you may already know are very hardcoded in the exe and changing some of the structs and bytes in these functions and structs breaks things. In the meantime however, you can modify the featgain and class power gain 2das with a 2da editor here: 2DA Editor Alpha - Modding Tools - Deadly Stream And you can increase the progression gains for different levels with the tool and when editing these two files *before* level 22. That's something that works in the meantime. Like I told RJ, I'm really sorry for the long wait I just been very depressed and have been pretty busy. Yes I think he is. And I tested after level 20 to level 50 with the built-in console commands so no worries. I appreciate your feedback btw with the other two and responding back to them too when I didn't. At least you gave them some answer in the meantime. What mod is conflicting with this one if you don't mind me asking? Is it a 2da modification one? I can show you how to get my mod to work with those ones. You need the 2da editor I mentioned to Ethan: https://deadlystream.com/files/file/1335-2da-editor-alpha/ Then you can modify them however you want to. -
KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
It will work don't worry and thank you. Glad you might be able to get use out of this mod, that's great to hear. Hopefully others will too. It took me a while but I just made a huge amount of progress on this in the last few days. Though someone did help point something out to me in a game reverse engineering discord server in a voice chat. Once they pointed out a piece of code I was scanning for in Cheat Engine the whole thing clicked. I realized what I needed to do and changed a bunch more offsets after that and aligned the exp to the code cave with all the new exp storage for all the levels including past level 20. There may be a few more areas but I just tested it for all the classes jedi included and it worked. Only things left to test are the scripts that interact with the levels now. But I think those work too anyways. And I think Malak is leveled to the player still because even at level 50 he was putting up a fight but I did have basic gear on. -
KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
Hello I just noticed that every enemy you defeat in the beginning of the game only gives 25 exp, I think the game thinks you are a higher level than you actually are in some ways. Replace the xptable.2da with this one I sent here. I raised the every 25, 50, 75 exps to 100s to fix this. ... And just now upon investigating this I noticed near the one "percentXP" string in the exe that there is another area I missed to connect the xptable.2da to the struct where the exptable values are stored. I basically fully fixed this problem now and I'm pretty sure every enemy killed would have given 100 XP when killed even with this new xptable.2da. That would not be fair especially for very challenging opponents. So please get the new EXE too here. Like I hinted at, there will be many patches for this. Now I need to figure out how to fix the actual experience needed area with the exp. ... Holy smokes! I did it now! I found most of the offsets needed to fix the exp adjustments. Please try this mod it's a lot better now. The exp needed will show for all the levels and the scripts will activate with the exp now. xptable.2da swkotor.exe -
So this was a long time coming, way too long I was working on this but finally got it to a relatively good state. I mean it's still messed up in some ways but the biggest thing that gave me trouble was the experience points in alignment to the level-ups. I got that to work but you can't auto-level up lol sorry. But for the exp, I essentially needed to create code caves and track down a struct where the experience points for level-ups were stored. I had to change that offset when the game parses the exptable.2da at the beginning and in a function when you load a character. Other problems are that you can't see the "experience needed" for level ups but it's the same exact equation for calculating the needed exp for level-ups regardless and the same exact needed amounts like in KotOR 2 so peek at the exptable.2da for that I guess lol. And the other problems I know are that you can't get feats and force powers past level 21. You could always mess with the featgain.2da and classpowergain.2da for levels before 21. You can still get attributes and skills past level 21. And you could still be pretty op with all those attribute points, health point, and force power point increases. To install, make a backup of your old K1 exe and 2da files that would be replaced by this mod. Then just put the 2da files in the Override and replace the exe of course. Here is how I worked on it before, but I just fixed the exp problem today. I could go further than level 50, hell the code cave I made can fit way more exp storage data, I could go thousands more but I think 50 in itself is a bit overkill even lol. But no one says you have to keep leveling up anyways. And I just always thought that level 20 was a little too low and just figured matching KotOR 2's level cap was the way to go. I can do this same mod for KotOR 2 btw but I don't think it's needed that much. But if someone really wanted it I could put it out there too of course like raising that cap to 75 or something. Other purposes you can use for this mod are other mods in combination with this like Brotherhood of Shadow, other planet mods, and other mods that add more to the game. You can mod Malak's utc file on the last Star Forge module and make him a lot tougher and stronger to match your higher level character too! There could be other problems too so I might need to make patches for this more down the road. Edit: I fixed a lot of things now. You can download from here again I updated the downloads in this post too. 2das.rar swkotor.exe xptable.2da
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Hello everyone reading, I need help with playing as Lord Vivec made by a modder: https://www.moddb.com/games/morrowind/addons/vivec-god-replacer I converted the .nif file to .obj then to .3ds, imported the model into gmax, merged it into a lite commoner model, weighted the skin to the commoner bones, linked the skin to the OdysseyBase, added the OdysseyTrimesh modifier for every skin, and because the meshes were flipped and see through I selected every face and flipped it back so it was a whole solid model again. I also edited the appearance.2da by copying the lite commoner row and pasting it at the end and changing the name, race, and race texture to Lord Vivec's files. I also edit the portraits.2da to let me play as him as the main character. Yet when I do all of this the model is still invisible in-game though the animations are all there. And when I view the model with this: https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch I can see the model and texture perfectly. Can someone help me with this and help figure out why the skin is invisible still? Edit: Me and another discord user were trying to figure why he is invisible and we've figured out that when removing the skin modifiers (the envelopes and skinning of the meshes to the bones) that Vivec appears in the game in the un-animated pose with the bones having animations which he is obviously not connected to. So we decided to try doing PMBHL the armor model instead in which I attached a lite commoner bone to the head hook of PMBHL but alas it still didn't work and Vivec was still invisible when connected to a KotOR character rig. If anyone can figure why this is I would greatly appreciate it. Just post any ideas or feedback you might have to solve this problem. Edit: I figured it out with the help of some people. I just had to add the UVW map modifier to the model and put a default.tga in the Override folder. There was basically no textures on the model despite having a diffuse color.
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Ӄhrizby's Switching Models' Animations Tutorial
LanguageWriter123 replied to Ӄhrizby's topic in Tutorials
I figured it out now, I used this video to help me: Then after I mapped the animations I go into the animation editor and can play each one. -
Ӄhrizby's Switching Models' Animations Tutorial
LanguageWriter123 replied to Ӄhrizby's topic in Tutorials
@ӃhrizbyI was referring to the droid's skin/bones so I think you are right and I didn't realize there was a difference between textures and envelopes sorry. I managed to solve the problem though with the exporting issue I just needed to run KotorMax from the gmax directory instead and it worked. I keep having the same issue with the droid not having animations. I linked everything and weighted the envelopes to the bones but it just stays in the un-animated pose. Also, do you remember what option it was exactly to play each animation in NWMax or KotorMax? In KotorMax I select the OdysseyBase, select the animation editor, select a certain animation, move the animation to the animation box, double click it in which it should play but it doesn't. In NWMax, I do the same thing and it doesn't work there either. -
Ӄhrizby's Switching Models' Animations Tutorial
LanguageWriter123 replied to Ӄhrizby's topic in Tutorials
Hello Khrizby, I'll try out what you said especially with the shortcuts and I think I already figured out the problem with the textures previously on discord, DarthParametric helped me. You are right, since the textures are meshed onto the bones I believe one just has to put the textures onto the commoner's bones, weight paint the textures to certain bones, and link everything. I did most of the things you said however when I put the assassin droid model into the game, the textures were perfect but the model had no animations and the assassin droid was stuck in the t-pose so I'm guessing I didn't link everything right. Another problem I am currently having right now is that I can't export the model from the OdysseyBase on KotorMax gmax 1.2, I tried it on NWMax as well. Basically, I get no sanity checks or errors and it just doesn't export the character model. Thank you so much for replying by the way, I appreciate it a lot. -
Ӄhrizby's Switching Models' Animations Tutorial
LanguageWriter123 replied to Ӄhrizby's topic in Tutorials
Thank you AmanoJyaku, I have tried some searches like ROTNR but I'll see what else I can find. I also posted on discord on various servers about this problem with the droid's textures so maybe I'll get a response tomorrow. If I find the solution I'll post it on here just for anyone else with the same issue. -
Ӄhrizby's Switching Models' Animations Tutorial
LanguageWriter123 replied to Ӄhrizby's topic in Tutorials
Hello Khrizby, I hope you reply to my comment this time around. I'm giving it another try except for the assassin droid. I'm trying to put the male lite commoner's animations on it but I need your help again. Sorry for my stupid comment before, it was extremely easy to solve the questions I asked to you. Anyways, I need help extracting the textures from the assassin droid. How did you take out the textures from HK-47? They are like attached to the bones completely. I'm at the skinning step except I need to somehow group the assassin droid's textures but I don't know how to access the textures. -
Hello everyone, I was wondering if anyone had knowledge of x86 assembly or using an Interactive Dissassenbler (IDA) because I sure don't and I'm learning it but am a complete beginner. I wanted to change the hard coded material in the swkotor.exe which permits a leveling cap at level 20. This level cap is annoying in my opinion and wish we could make it higher. This is slightly off topic but I also wish I could change the party system to have more party members without replacing the original ones in recruitment mods but the party system like the level cap, is hard coded. This hard coded material in the game is exactly what I'm asking people for help for. Makes me wonder if someone already changed the level cap or party system with a IDA and hex editor and just never publicly released the mod or the information about how they did it. Let's say I opened the swkotor.exe with IDA, how would I go about looking for where the hard coded material is for the level cap? And is it possible that there is more than one instance of the level cap in place, basically saying is there more than one instance of hard coded material that holds the level cap in place? I really need someone who knows how to use x86 assembly. Thank you for reading this and for your time. Any help, feedback, or response would be greatly appreciated.