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Thor110 last won the day on November 20
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494 Jedi Grand MasterAbout Thor110
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- Birthday 04/30/1992
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Coruscant Landing and Takeoff Videos (for Jedi Temple Mod)
Thor110 replied to Sith Holocron's topic in Mod Requests
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. -
View File Telos Missing Shuttles This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor110 Submitter Thor110 Submitted 11/19/2024 Category Modder's Resources
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Coruscant Landing and Takeoff Videos (for Jedi Temple Mod)
Thor110 replied to Sith Holocron's topic in Mod Requests
Speaking of this landing pad... I spent today working on this little beauty, my plan is to delete the landing pads from 950COR, that way they don't feel too familiar and aren't seen in the background of the level. I've also deleted the council chambers from this version of the level, that way an elevator can be taken down and another elevator can be taken to the council chambers, just as in the existing mod. Quite proud of this, but I have yet to see how it actually fares in-game, the walkmeshes need some adjusting and I need to finish the cross join hallway in the middle of the building to add two elevators, or possibly a room, I am not sure yet. There's still a lot of work to do, but this took me the best part of a day to put together. This shows the landing pad without, for some reason it only had safety rails on 2 of the 5 gaps in perimeter, so I added them to all 5 on both sides of the level. Nar Shaddaa has these gaps too, but I think it's fine for a run-down old landing pad on Nar Shaddaa, not some fancy fresh landing pad on Coruscant. And a preview of the hallway from the inside. I might attempt to make a landing/take-off animation myself, though I have no idea how it will turn out or if I will even get that far yet, the surrounding area needs decorating somewhat still I think. -
Always good, I am preparing this project for all 8 versions of the game as well. Amazon Android Disc GoG LegacyPC Steam Switch Xbox And I will probably need to make a Mac specific version too, but I have it set up where I only edit one set of files and automatically create the changes.ini file for each version of the game. Amazon, GoG & Steam are practically identical, apart from the .exe edit's for the port. Disc & LegacyPC are also practically identical, again except for the .exe edit's for the port. Switch and Xbox have their own GUI's and specific textures. Unfortunately Android cannot have custom movies which kind of kills the entire thing, but here's to hoping someone figures it out eventually, I tried quite a few times and TSLRCM just didn't include their movie files with the Mobile version. Not sure about iOS, I think it requires a jailbroken iPhone which means I might not support it due to low demand, however users should be able to just install the Android version for iOS and everything should be fine, I also don't have a Mac or an iPhone to test with, so it's something I will look into much later on. Oh, is that the case? Good to know, I suppose the Mac version of HoloPatcher will be handy for that then, should be easy to support it as well then! "m/k"? are you referring to the remake? Yeah, will have to wait an see on that, it's bound to be different and some people just want to experience the original, many might want to even after the remake, if it happens. While I know the button prompt stuff isn't super necessary, I have written down what I need to do in order to support this as a feature one day, it will just require a custom launcher that edits the dialog.tlk file using all the string references from tutorials.2da, so it won't really be a problem, it will just have to wait until I get around to programming a custom launcher. There are also a variety of limitations when it comes to iOS, Android and the LegacyPC version on Steam and that is that I cannot alter the dialog text colour, mouse cursors or some of the hard coded GUI elements due to being unable to edit the executable, for some reason the LegacyPC version on Steam pops error code : 41 with an edited .exe file which means it must check the bytes I need to change. As for iOS and Android, I would have to release a modified .apk or .dmg? ( not sure what it would be for iOS ) which wouldn't work without rooted or jailbroken devices, I already tried making edits to the .apk for Android and it just redownloads it. Not a big deal though, I am trying to leave no stone unturned, to try and cover everything, but there will just have to be some limitations. I did manage to edit those things on the original xbox though, by editing the .xbe file! So only iOS, Android and maybe Mac will miss out on those GUI edits. Oh yeah and the Switch.
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Ah, now I see what you mean, it is actually there as I just tested with my controller, it's just almost the same shade of blue! thanks for pointing this out! I don't use controller so I would have probably never noticed this. It is barely noticeable! But it is there, I will see what I can do about that. Also, with regards to updating the tutorial prompts, it is not possible to display the icon images for each button, so each tutorial entry would have to be edited specifically for whatever controller type is being used, I am thinking whenever I get around to programming a custom launcher I could implement a tickbox for Xbox or PS controller, where you can only tick one at a time and it updates the strings in the dialog.tlk accordingly, otherwise it would require a whole separate install and differing dialog.tlk files all over the place. Doing it this way, there would of course be no way to change from controller to keyboard mid-playthrough, but I don't think that's really an issue, though saying that, the launcher might be able to run in the background and edit the dialog.tlk on the fly, but it's also possible that could cause a crash if done at the wrong time. Will cross that bridge when I come to it but I have left myself meticulous notes on the subject in the repository / future folder.
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Even TSL says left click with controller support, but I think that it can be added in, it would just have to be a completely different dialog.tlk file. I am trying to keep things as vanilla as possible while also expanding and enhancing the game, so that's a no from me, but you can always mod it in yourself, people are free to release mods for my mod too. Yeah, there are still a number of issues for me to fix, as I mentioned don't expect perfection just yet! But I would say it's 99% complete. Changing all of the UI was difficult enough and required hexediting the executable to get a number of specific things to change colour. It's also possible to swap between playing K1 & K2 under the same installation, which I felt was necessary. The selection screen does have a flickering highlight and new items have a green/yellow border. I had to overcome a lot of obstacles to get it this far, there are quite a few cutscenes that need fixing up, the first level needs reworking to include the special messages for each class and fixing the cutscenes, on Taris, the cutscene with the Hidden Beks is broken, the Rancor is broken, Malak walks off after being defeated during the ending. Oh, the current release has a broken version of the Naga Sadows tomb level, but it is fixed in the repository. Feel free to post any issues you encounter in the WIP thread for the project or on my Discord server. Hopefully with a few more years I can make it perfect! But there's still a lot left to be desired. EDIT : Unfortunately the tokens for the buttons don't work like they do on console, but it could be manually written in. ( "<abutton>" etc ) When I get around to programming a proper launcher, I could potentially add a tickbox that swaps between dialog lines specific to using or not using a controller, but that's a long way off. There's a lot of things that are more important left for me to work on unfortunately, but I would like to get around to doing everything eventually.
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It's pretty much complete, I have finished LS & DS playthroughs, but there's still quite a few little bugs, some broken quests, some balancing issues and still quite a bit of general tinkering left to do. You are more than welcome to help out, the repository has access to everything, I have also written tutorials on modding the game. Currently it is just me and one other working on it who joined recently, I have been working on the Expanded Galaxy Project for around 6 years now on and off.
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I have a better idea as I have been working on a port of K1 to K2 for quite some time now, I will release it here when it's actually ready. Play my port of KotOR1 to KotOR2 https://github.com/Thor110/Expanded-Galaxy-Port Though I will say, it isn't finished yet and is FAR from perfect, still quite buggy.
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Version 1.0.0
2 downloads
This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor110 -
Yeah, I didn't do anything with the lightmaps. Someone was going to take a look at them for me but they haven't got around to it, it might be possible for me to paste parts of the lightmaps from the K1 levels, but figuring out which tiny blotch of pixels to copy across would take a while.
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Ah, I guess that's probably been fixed now then! My bad. It could all use a little more work but I was unsure on how to handle some things, such as the Arch which I didn't repair as there was no rubble from it, so I figured that it is possible that it was damaged prior to the events of K1.
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I included an updated m35aa.vis file with my release of these levels and it seems N-Drew25 included the ExpandedVIS file I made, what exactly is wrong with it? Not sure why N-Drew25 has m35aa.git in the release, it isn't necessary as HoloPatcher is updating the references in the .git file directly, so if that is the .git file you are referring to, there is no issue. What resources are required from K2? Everything is included with my modders resource release and appears to be included with this release as well.
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The screenshots look good! But I have to say this block of text is an abomination. It might be worth adding some line breaks. Example : I am personally not fond of the changes you have made, I think their attire looks too much as if they are fully fledged Sith and not trainees who have only just joined the academy, that aside though, good work. If I recall there is another mod that gives all of the Sith Uniforms specific ranks, which was interesting.