Thor110

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Thor110 last won the day on June 15

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About Thor110

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  • Birthday 04/30/1992

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  1. I was planning to make an xbox and mobile patch for this at some point, but it's a long way off. It's required as part of the install order for my main project and I have been working towards getting them ready for xbox and mobile. Someone recently made a patch for TSLRCM to go on the original xbox as well. But it could be many years before I can find the time to get around to it, maybe never. Only time will tell.
  2. Health Bar be damned! Here I thought I had tracked down all of the hard coded GUI elements, but it seems the health bar and some light green text remains to be found.

  3. It's highly likely that a full mod would need to be made in order to do something like this. As I recall, not all text is stored in the strings of dialog.tlk, some are stored in the various GFF filetypes. It would be worth checking a filename in specific to see if this is the case, for example, the first file in the "streamwaves" folder for me is "_m40acdart03999_.wav" when arranged by "date modified" anyway, that is the English installation of the game on Steam. Organised by name and checking folders too "\streamwaves\globe\band01\NGLOBEBAND01000_.wav" for example. It's quite the oversight that different languages were neglected on the mobile versions of the game. On a somewhat related note, I was looking into changing the hardcoded elements of the GUI on Android today for my port of KotOR1 to KotOR2 and any other Total Conversions that might need that information one day. Tutorial #24 : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Though it doesn't look like I will finish finding them at the moment.
  4. That shouldn't have made a difference to be honest. Yeah it seems some people are experiencing an issue getting past character creation, that isn't happening for me though, so unfortunately there's nothing I can suggest for that at the moment.
  5. Good to know, but might I ask what you mean by the following?
  6. Try redownloading the .exe file from https://github.com/Thor110/Expanded-Galaxy-Port/blob/main/Expanded Galaxy Port Installer/PortInstaller.exe I just updated it with a version of the .exe that it seems I forgot to push to GitHub.
  7. Try using the dropdown instead of the browse button to select the locations of the games. I thought this had been fixed but maybe not as I haven't worked on the project in quite some time.
  8. It depends on which one you want to play. Refer to the readme on : https://github.com/Thor110/Expanded-Galaxy-Main Install the pre-requisites, then Main, if you want to play the Port, it requires Main, if you want to play Brotherhood, it requires the Port, which requires the Main Expanded Galaxy.
  9. I'd suggest the Visual KotOR GUI Editor over GFF for most users. It does require that you fill a folder with all of the required images so that it can load them though. But it's a fairly simple process, from what I recall I extracted them all as .tpc with KotOR Tool and converted them all to .tga with Xoreos tools.
  10. View File Traya to Kreia This was a mod requested by @Snigaroo a little while ago. As they finally sent me some screenshots, I thought I would upload it for those that want to apply this tiny change to their game. All the mod does is change the appearance of Darth Traya in the Tomb so that instead she has the appearance of Kreia. Installation : Use HoloPatcher Uninstallation : Use HoloPatcher or restore the backup created by HoloPatcher Submitter Thor110 Submitted 08/13/2024 Category Mods TSLRCM Compatible Yes  
  11. Thor110

    Traya to Kreia

    Version 1.0.0

    30 downloads

    This was a mod requested by @Snigaroo a little while ago. As they finally sent me some screenshots, I thought I would upload it for those that want to apply this tiny change to their game. All the mod does is change the appearance of Darth Traya in the Tomb so that instead she has the appearance of Kreia. Installation : Use HoloPatcher Uninstallation : Use HoloPatcher or restore the backup created by HoloPatcher
  12. The user RLG was last online July 19th 2023, so they might not be active or around to help you with this issue. However I took a look at the mod and you have to use cheats to add them to your inventory. Make sure cheats are enabled in the swkotor.ini file by adding "EnableCheats=1" under "[Game Options]" then press the ¬ key under the escape key on your keyboard and type "giveitem itemname" which would be "giveitem g_i_dbledge" for one of the items included in this mod.
  13. It doesn't matter, but any of the files it needs that are replaced by mods would transfer along with it. Currently that's only the contents of the following folders, lips, movies, streammusic, streamwaves and streamsounds. Update : Temporary Solution If anyone else experiences that error, just use the drop down menu instead of the browse button, this should be fixed shortly though.
  14. Thanks and I understand. Same here, I had hoped to convince everyone to work together on this project. No bother, I haven't seen this yet so it's good to know. The Port requires an installation of both games to install, so my current guess is that you did not select both installations. This is how the top of the installer should look, pointing to K1 in the first field and TSL in the second field. While I don't think that is your issue I thought I should check, I will speak to the author of HoloPatcher and see what can be done. Would like to note and forewarn people that the Port is currently still far from perfect, while it is playable and can be completed, there are a few bugs lying around and something fatally wrong with the companion classes and the way they level, which I have yet to fix. Currently there is no actual release of it and it can only be downloaded directly from the repository, I would like to issue a new proper release for it at some point soon though.
  15. A suggestion, something I do for testing multiple builds of TSL, is to just keep a copy of the vanilla game install in the Steam folder, I then duplicate it and rename it to append " - Vanilla" and install what I need to the installation, from there I can run as many builds of the game as I want, I just rename the folders back and forth. This is very helpful for me as it means I can swap back and forth by just renaming them. Well, I just got the base of it all setup already, which is only the two triggers, an additional waypoint and the lost shadowlands level, along with three booleans. So nothing yet really, but every little detail counts, so "The Lost Forest" - yes or no? ( Feel free to drop me a line on Discord or in DM's if you wish to prevent a constant back and forth in this thread ) My current thought is to have one set of waypoints to spawn loot at, dynamically through a script, using a basic string and integer number setup to randomly select what placeable type spawns where and under what conditions. Then another set of waypoints for spawning enemies, again with a similar system to try and ensure that the map doesn't feel the same every time you pass through it. As well as a set of waypoints for the random encounters, so that they could be at different spots each playthrough too. So pretty much just three widely dispersed sets of waypoints, in an otherwise empty map, a nice break from the Tach's too. An onEnter script would then check the boolean values and some other conditions and setup the map accordingly, while an onExit script would depopulate the area. The Kashyyyk patrons don't actually use a banter variable like I first thought, but instead use a return random value starting conditional, which is much more efficient and versatile. There are actually 11 G_Banter booleans in KotOR1 that go completely unused, I guess they were never used in the end as a better way was found to condition the dialogs. I'm not 100% sure which values I should use to determine the conditions because of this now, but I suppose I can just use the Random() function which would give me a much higher level of control over the amount of things that can change and how much they can change, along with the Booleans for which direction the player has just travelled from. It will feel a little strange though, getting the elevator all the way down to the ground level and then being confronted with a transition straight away, what are your thoughts on this? I am considering adding another trigger and dialog that says something along the lines of "It's easy to get lost in the forest" maybe I should replay Ocarina of Time or watch a playthrough and find a quote or reference for the fun of it. ( pretty sure there's a good one out there somewhere ) Will get the basic functionality setup and go from there, in the meantime if you have any thoughts or if you know of any cut content that could be used here, let me know. Or if you want to dream up a written story to go into a datapad as another random encounter, so that it isn't just Komad & some lost Wookie, but a human written datapad about someone's journey lost in the forest, that will give three random encounters, which is a nice amount to start with. If not, I guess I could write something too, you just seem to really go all-in when discussing the possibilities and immersion of the game, it's story, it's flaws and things like this, so I figured you might enjoy the opportunity. I tend to focus on functionality, but we will see what happens. ( if anyone else has ideas too, feel free to pitch in, but don't go too wild, just things that make sense lore-wise )