Thor110

Modders
  • Content Count

    686
  • Joined

  • Last visited

  • Days Won

    46

Thor110 last won the day on November 23

Thor110 had the most liked content!

Community Reputation

510 Jedi Grand Master

About Thor110

  • Rank
    Jedi Master
  • Birthday 04/30/1992

Profile Information

  • Gender
    Male

Recent Profile Visitors

46,225 profile views
  1. As I understand it, though I cannot personally verify as I do not use iOS or Mac systems, you need a jailbroken phone to use mods, as for KotOR Tool, there is no viable alternative to this on mobile platforms that I know of. But if you can access the folder where the saves go, you can just install mods to that location, however you will need a way to install them on PC or Mac first, HoloPatcher has a Mac version available which can work for most TSLPatcher mods, but some mods won't work. For example the mod you have uploaded. The mod you uploaded comes with a readme file called "readme.txt" it's generally advisable that when downloading or using anything in life, one read's the readme or manual, provided there is one. If for any reason you are dead set on using that version of the mod, just place the files in the Override folder which can be created at the same location as the Saves folder. That said the current version of Revange of Revan, which is still available at : https://www.moddb.com/mods/revenge-of-revan/downloads Can just be extracted and placed in the relevant folder. That also appears to be a very old mod, there is a newer version available at : https://deadlystream.com/files/file/174-jedi-from-the-start/
  2. I will do. This isn't possible to do. I have been trying to do so for a long time now, but the kotor modding community is relatively small, the game has a lot of bugs and requires specific know-how to work with. Early on I had hoped to get the entire community involved in the project, but it just didn't happen. There is also a lot of debate that revolves around which game is better or which version of the games are superior. Some of these things would have to be figured out before moving forward with a large team, though I have tried to support all versions of the game on my own so far. I am more than happy to hear what people have to say, I just wanted to point out the reason why some things haven't been done. Would love to spend every waking moment working on this project sometimes, but I also have a lot of other projects that I work on and not enough time to do so. Here's to hoping that I can indeed one day finish the project, but I wouldn't hold your breath as the scope and scale of it is almost inconceivable.
  3. Interesting that I find myself mentioned directly! For future reference you can @Janetgeorge67 with the @ symbol followed by a name to tag people. While these little fixes can appear to be seemingly simple, they soon cascade into a larger set of problems or grow exponentially in the time required to apply the relevant fixes due to the number of models involved. Usually modders pick and choose what they want to work on/with and this results in other things getting left behind, not so much shrugged off but not being focused on. For example @Salk recently asked me about applying Shadows to the placeable models, which is definitely something that is considered to be simple. What is not simple however, is how many there are, a total of 222 placeables or 232 entries in the placeables.2da file, 10 of which are dud entries or placeables, there are probably a few more and some which don't need shadows at all. So while fixing the shadow for one model, might take three attempts and 15-20 minutes, at 15 minutes each that soon cascades into requiring 55.5 hours of work to apply that same fix to all of the placeable models, based entirely on the assumption that it is the first model I tried it with, this doesn't take into account the extra time it takes to find a good location to view the placeable from to ensure it's shadow looks good or that something hasn't been missed due to the way the model is set up. So for something as simple as ticking a shadow flag on 222 models, it can soon result in requiring between 3 & 4 days ( SOLID ) of work. While I have been trying to persuade everyone to work on one overhaul of the game so that these things are more easily accessible for people, modders are busy with their own lives and they often like to pick and choose what they work on anyway. Up until very recently it has been just me working on the Expanded Galaxy Project and while I would love to include everything, that isn't always possible as first I have to get permission to do so, then I have to properly include it, both tasks can take many hours or days, sometimes even longer with regards to getting permission. And even now, there is only one other person working alongside me that I have also had to tutor to bring up to speed with the project and various intricate details of the game and how it works. There is also the hotly debated topic or issue of what should or shouldn't be included with what mod or project, for example some people like to attain just fixes to the base game, nothing aesthetic in order to maintain the vanilla look and feel, while others like to go for the full overhaul route, there is also mods that seem out of place and are only going to be used by some people, stormtrooper armour for example. Even with my project, there are people that like things one way or want it to be another and I have to try to take that into account while also staying focused on what I think matters. Mod requests aren't always even looked at, it might not have been specifically ignored and even if it was, that would only be because people have their own projects to work on. You also have to remember, modders don't get paid, so while I am considering doing the shadow fixes for KotOR1, the thought of spending 60 or more hours doing so puts me off of the idea, coupled with the fact that I would then need to do exactly the same process to fix them for KotOR2 which I took a look at doing and it seems would require even more time to do so, because the lighting system in the games isn't perfect. For example see the following screenshots. Ignoring the big shadow in the middle which is cast by something else. The star map casts a shadow which can be clearly seen. However! Because of the way the game works, the moment it is off camera, the shadow disappears. Now, it might be possible to fix this by adding a dummy mesh that takes up a large amount of space to ensure it is always visible, but this could again require perhaps hours of tinkering and testing to get perfect, it then would add another 5-10 minutes to the time it would take to apply to each placeable model. Given a conservative estimate of 30 minutes a model, that adds up to 111 hours of work. So for what might seem like some, to be a seemingly simple issue or fix, the scale of applying them to a large number of models, soon becomes troublesome. As showcased with these screenshots, it took me three attempts to get the desk placeable looking right in KotOR1 This is because the model has various parts to it and those parts all interact with the lighting system, as can be seen here the panels prevented the shadow being cast. So I went back and enabled shadows for that part of the model. Only to go back in-game and notice that I had missed a part on the side. Which meant I had to do it again. ( this can be seen in the bottom left of the shadow and is caused by the light on the side ) I hope this illustrates my point and why perhaps not every mod request has been seen to. People also tend to take on mod requests which interest them personally and ignore those that don't which is perfectly understandable and entirely fair.
  4. View File Taris Walkmesh Fixes This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110 Submitter Thor110 Submitted 12/02/2024 Category Mods K1R Compatible Yes  
  5. Version 1.0.2

    46 downloads

    This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110
  6. As far as I know everyone that has tried this has given up, so no shame there.
  7. Both games are relatively similar, though they have some specific differences. There are a lot of tutorials available for modding the game, for the most part it's just a matter of opening up the files and learning your way around. As I mentioned though, realistically this is the sort of thing that needs to be automated, manually adding an entry for every line spoken by the player character isn't feasible.
  8. Neat! There are far too many basic white armband shields! An excellent addition to the game.
  9. No, I don't think so, you would have to generate the lip files yourself, there is information on how to do so around here somewhere. I believe the best tool for generating lips is currently in the reone toolkit, from what I remember reading it is the best anyway. Really doing this is a LOT of work and not something that can realistically be done manually, it would have to be automated otherwise you would have to go through every line of every dialog yourself and make various adjustments, as well as generating the lip files.
  10. There's an entire tutorial and discussion on doing this. As I recall someone was looking to automate the process as well. Long story short, it's a lot of work, but it's possible.
  11. Thanks for the heads up, I expected it to crash in some places which is why I put a warning in place, unfortunately I haven't had the time to get back to testing this as I have been busy with my main project at the moment. But I will take another look at it when I get the chance.
  12. That would be the one, from what I recall it worked fine for me though I didn't play it for long, but going by the OP it still sounds as if they might have done both. I did however forget to add the obligatory advice of try again.
  13. As far as I remember from back when I used it, UniWS does the hex editing itself when the game launches and you don't need to hex edit it at the same time. IE : hex editing it is one way to apply the resolution changes and UniWS is another way. Though I only used it once for KotOR1 many years back and I don't have it installed anymore as there are better ways to make the changes.
  14. A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
  15. You are such a buzzkill SH. It's applicable because I said I might make one, you need to stop being so passive aggressive and generally hostile.