Thor110

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Thor110 last won the day on October 13 2025

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571 Jedi Grand Master

About Thor110

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  • Birthday 04/30/1992

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  1. When you say "The major mods" you have, what other mods do you have? Because it is very easy for a mod to break another mod, generally my project (Expanded Galaxy) is not considered to be compatible with anything, I say this just for the sake of simplicity because I do not want to look into the problems caused by other peoples mods. So my advice is consistently not to mix and match mods with my project.
  2. This is how I handled auto-closing doors, it is the same script as is used in the Jekk Jekk Tarr Tunnels. I was also considering adding this to every door in the game though I never ended up doing so.
  3. It has been almost a year since I actually worked on the project unfortunately, however, recently somebody (@LanguageWriter123) found the pointers for properly changing the classes in the PC executables, previously I was achieving this by swapping the values directly in the class table itself which resulted in levelling not happening properly and enemy scaling being all wrong. Details for how to make these changes can be found in my tutorial series, specifically #28 - Hard Coded Class Selection Values So now anybody can change the starting classes to any of the 17 classes in the games classes.2da file with ease. Struck by curiosity at 5am I decided to do the same for the original Xbox and so starting classes can now be changed on the original Xbox in KotOR2, I spent around 6 hours this morning figuring out where the pointers and string references were in the .xbe file. So while it might never see many users, it is done, primarily for the fun of it and because I want to try and support all the different versions of the game eventually. This video showcases it working via the emulator Xemu, it was fun to track these values down and see it working. I hope to get back to working on this project again though there is still far too much for me to handle solo planned and I continue to hold out hope that a team will form around the project, but in the meantime I will do what I can to ensure that it is the best it could possibly be. There is a lot left to do but with these recent changes the port takes another leap forward towards being complete and or bug-free, though there are still bugs in the project and the mini-games aren't working yet, but all in good time I am sure. Currently there isn't a new release issued so for anyone that wants to check it out, grab it from the GitHub repository itself, not the releases page. But when the project is nearly or entirely bug-free I will be moving towards making a new stable release.
  4. Both the file you posted and my original link is still working, so not sure what is wrong on your end.
  5. Alien Trilogy Resurrection Update : 28 days ago I started this project now and it is coming along nicely, I have all the games textures extracted, the ability to edit palettes, replace textures and all sorts of odds and ends necessary for modding the original game. Just finished fixing my issues with writing the UV data for models extracted from Alien Trilogy. New features for the toolset are the Model Viewer, though not really a viewer per-se, it is capable of extracting the model files. And the level viewer, also not really a viewer yet and might never end up being a full blown level editor as I had initially planned, but I am using it to parse the level data for now. I think the best option is just to port it to GZDoom to modernise it, update it and make it more accessible, the original game was very limited, running at a maximum of 640x480 etc Original Post : I recently ( 4 days ago ) began work on a project aimed at making a toolkit for extracting the files from Alien Trilogy into a usable format. Thought I would post here as well. My end-goal is to make a fully fledged modding toolkit for the game, level editor and all, however I am making no promises that I will actually get that far. Currently the toolkit can do nothing more than read the raw audio data or raw text data, as well as export to .wav, as of today it can export and replace textures and I am working on editing the colour palettes used to render them as well. You can find the project at : GitHub Currently there isn't an actual release for it, but the readme contains a road map and some preview images. I was honestly super surprised that the game had not been ported to GZDoom or something similar yet! I am also working on a similar toolkit for another game ( Jeff Waynes The War of The Worlds, an old RTS PC game ) see my signature for a link. Preview Images Sound Viewer Play, view, extract, convert and replace audio files. Texture Extractor Preview, extract and replace texture files. Palette Editor Edit palettes and preview changes with a chosen image. Text Editor Preview text used in the game, saving not actually implemented yet as I got distracted by replacing textures. Texture Replacement A rough test I did to showcase texture replacements. Thor110
  6. There isn't anything conventional modding can do for you here unfortunately, the best you can do is toy around with settings and see if you can get it workin that way! What might be worth looking for is a framerate lock, I saw earlier that someone was having the stuck after combat bug on mobile and that they eventually found a way in the settings to lock it to 60fps, though I am not 100% sure if that solved the problem as they hadn't replied to the post yet, but it is always worth considering the common problems such as this.
  7. Glad to hear, there will probably be some unintended side effects from doing that but I am not sure on the specifics right now. As far as I am aware there is no real issue with the GitHub version, but I haven't really worked on or looked at the project in a couple of months now. I have been busy with another project for the last month or so. This project is still looking for collaborators and or a dedicated team to make sure it is the best it can truly be, I can only do so much alone and I most certainly cannot give it all the love and attention it deserves solo anymore, getting it all this far has taken a lot of work.
  8. Just get a script and automate it, that is what I did for my project and Revenge of Revan.
  9. @SAO1138 it is worth noting that for Mac systems all files must be lowercase, this might be something you need to adjust for your mod.
  10. No idea why that happens, never seen it before, you can always use launcher.bat instead for the time being but it doesn't provide all of the same options, just the ability to swap between the two.
  11. my guess is you didn't extract all the parts, select them all, right click, extract to.
  12. It isn't a bizarre issue, the swoop race tracks haven't been implemented yet. Speak to the Ithorian Mechanic to skip the race, if I recall I left a note about it somewhere! In general for anyone else who follows up here, keep in mind there are bugs and problems, I haven't worked on the project much for a little while now and am not sure when I will get back to working on it.
  13. Thor110

    Expanded Galaxy Demo

    This demo is very outdated and the latest version can be installed to the mobile. See the WIP topic for updates on the project : https://deadlystream.com/topic/6851-wipbeta-expanded-galaxy-project The latest version is available from GitHub and I will upload it here if and when it is complete, which is likely still many years away, it might never be fully complete as I had hoped to do a lot more than I can manage on my own alongside everything else in life.
  14. As I said, reach out to an admin or moderator and see what they say about it, perhaps ask in the kotor modding discord or wait until one sees this post. It's not about feeling more comfortable, besides, when it comes to viruses these days, they can be hiding in your UEFI and all sorts, so I don't think I would trust any scan of APKs ever, perhaps go that extra step and compare the modified APK to the vanilla APK and figure out what is actually different so that you can be sure, as well as reach out to an admin or moderator.
  15. As they mentioned here, apparently it still forces validation and downloading of the .obb files through the app store. So I think it's the equivalent of the editable executable available for either game already available on this site. It's just a matter of determining where it came from, attribution, permissions and it it's allowed generally I believe.