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Thor110 last won the day on April 17
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558 Jedi Grand MasterAbout Thor110

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- Birthday 04/30/1992
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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.
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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.
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I'm not sure to be honest, this is something everyone will have to chime in and discuss, you should try reaching out to moderators of the site to see what they think.
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More information might help find a reason for that. Every module has a .git file, so what level are you trying to modify? Is it a custom level? Is it a base game level? How do you expect us to tell you why something doesn't have something if we don't know what that something even is...
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I have encountered this problem only once or twice myself and I don't know of a solution currently, I think it might have something to do with permissions, though I am not certain. It might also just be firing because it's the default error message and you are installing to GoG and not Steam, could you manually update the namespaces.ini file to prioritise the GoG version and let me know if that solves the problem. IE : Change this -> To this -> In the file namespaces.ini inside the tslpatchdata folder. I still need to get the custom version of HoloPatcher updated at some point to include another dropdown for the versions in the namespaces.ini file.
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Reinstall everything from scratch, from what I remember the HoloPatcher automatically created uninstaller doesn't account for everything.
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v1.2.4 of the project has been released on GitHub in the releases section. https://github.com/Thor110/Expanded-Galaxy-Main Main Patch Notes - Quite a number of changes, all relatively small. Port Patch Notes - A lot of changes and the inclusion of a custom launcher which I have been holding back for a while now. Brotherhood Patch Notes - Not many changes, this is just a release to keep it in line with the other parts of the project, this still remains largely a proof of concept that porting other mods is fairly easy and requires little work. It's worth noting that Brotherhood still isn't fully tested. I have been holding back this latest release for a little while now, it's still far from perfect but the new launcher makes things a little more fancy! Also, a reminder, that my current goal is to finalise the creation of this foundational framework for expanding the games before adding in new content. My next step is to finish writing the Save Importer and Save Converter into the launcher, which will allow users to import saves from KotOR1 to use in the port and import completed game saves from KotOR1 to effect the choices you can make in KotOR2. From there I can finally begin to think about laying out the additional content for the new worlds in both games. As well as creating an overhaul portion of the project that updates the games visuals, models and textures. Extra Notes : Thor110
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Realistically that would be up to the user who gave it to you to post it then, otherwise you'd have to consult with everyone, I would make the same argument but for the sake of simplicity I said no as I presumed using a modded APK would require the OBB files to be released with them. Perhaps find the origin of the file and go from there.
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To save you time as I saw this post, I wrote a tutorial on porting levels between the two games which is my tutorial series in the tutorials section, it's a fairly straight forward process, much easier to do from scratch than sorting through the files in my project to isolate the files needed for doing that. I have considered adding the tombs back in myself, but I think it's kind of fitting that they are blocked off and likely supposed to have collapsed, plus I have enough work to do for the project as it is so I avoid making more for myself.
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Adding a companion to that section, even if just a temporary one is a good idea as it is quite difficult from what I remember. With regards to the audio files, I think the steam version can only play .mp3 from what I remember people saying, but I have no problem playing .wav files from the first game in the aspyr version of the game, so it could just be a slight encoding variance or issue or perhaps it can only play .mp3 files from the override folder, I am not too sure on the specifics as I haven't personally encountered the issue so perhaps someone else can fill in the details. This seems like the sort of thing I would be tempted to add to the Expanded Galaxy Project, with permission of course, perhaps if you reach out to me on Discord I can offer some assistance with finishing the base mod either way. It sounds like you are most of the way there and are just left to tackle a few small issues such as the audio and some scripting issues. I started my mod project over 6 years ago and it's still years away from being completed, so don't let that bother you, there are plenty around in similar positions too.
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No, you could just patch them in using HoloPatcher.
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Probably the DynAmbientColor, The SunAmbientColor or the SunFogColor in the .are files as those values differ between games. It could also be Grass_Emissive which is absent from my .are for dan_m14aa for some reason, but I suspect it's SunAmbientColor and or DynAmbientColor.
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View File Colour Code Executable Patcher for SWKotOR2 Relish in the fact that you can now make the dialog text and highlight text colours whatever you want them to be! With just the press of a button this tool will update the hard coded values within the executable for you! Limitations imposed upon the Aspyr version of the game are that the Red value for the dialog text must lie between 8 & 31. But there is no issue when updating the legacy versions of the game, provided you use the editable executable as I don't support editing the executable that comes with LegacyPC Steam or the Disc version of the game as they are slightly different, but the editable executable is essentially identical. I made this tool to automate updating the hard coded colour codes contained in the executable for SWKotOR2. Requires .NET 8.0! Just put it in the game folder, next to the swkotor2.exe file and it will detect which version of the game you have when you click patch. It detects what version of the game you have by checking for certain files, check the source code if you want to know more. I advise against patching all the colours at once, but I provided an option just in-case anyone wanted to do this. I also suggest looking at my written documentation, some values such as text highlight effect one another and the various different versions of the game are all slightly different, it's also possible that I have things slightly wrong here and there, feel free to let me know if you find out more. More information on patching the values manually can be found in my tutorials here : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ In Tutorial : "24 - [ADVANCED] - Hard Coded GUI Elements" For Steam LegacyPC users and users of the original Disc version of the game, please use the editable executable which can be found here : https://deadlystream.com/files/file/1321-kotor-2-editable-executable/ I released a new version on GitHub, functionally it is practically identical, I just removed the "Patch All" option and made a slight improvement to the way it detects the version of the game, there's no real need for me to update the version here as it is just an improvement to the code for the program. Source code for the tool can be found here : https://github.com/Thor110/HexColourSlider Thor110 Submitter Thor110 Submitted 04/01/2025 Category Modding Tools
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Version 1.0.3
8 downloads
Relish in the fact that you can now make the dialog text and highlight text colours whatever you want them to be! With just the press of a button this tool will update the hard coded values within the executable for you! Limitations imposed upon the Aspyr version of the game are that the Red value for the dialog text must lie between 8 & 31. But there is no issue when updating the legacy versions of the game, provided you use the editable executable as I don't support editing the executable that comes with LegacyPC Steam or the Disc version of the game as they are slightly different, but the editable executable is essentially identical. I made this tool to automate updating the hard coded colour codes contained in the executable for SWKotOR2. Requires .NET 8.0! Just put it in the game folder, next to the swkotor2.exe file and it will detect which version of the game you have when you click patch. It detects what version of the game you have by checking for certain files, check the source code if you want to know more. I advise against patching all the colours at once, but I provided an option just in-case anyone wanted to do this. I also suggest looking at my written documentation, some values such as text highlight effect one another and the various different versions of the game are all slightly different, it's also possible that I have things slightly wrong here and there, feel free to let me know if you find out more. More information on patching the values manually can be found in my tutorials here : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ In Tutorial : "24 - [ADVANCED] - Hard Coded GUI Elements" For Steam LegacyPC users and users of the original Disc version of the game, please use the editable executable which can be found here : https://deadlystream.com/files/file/1321-kotor-2-editable-executable/ I released a new version on GitHub, functionally it is practically identical, I just removed the "Patch All" option and made a slight improvement to the way it detects the version of the game, there's no real need for me to update the version here as it is just an improvement to the code for the program. Source code for the tool can be found here : https://github.com/Thor110/HexColourSlider Thor110 -
The galaxymap script changes the room model animation to play which swaps between different skybox models which show those textures. k_inc_hawk.nss etc The model "003EBOq" contains these room animations.