Thor110

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Everything posted by Thor110

  1. No, you could just patch them in using HoloPatcher.
  2. 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.
  3. 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  
  4. Version 1.0.3

    7 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
  5. 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.
  6. Same as you do on PC. Extract the file you need with KotOR Tool on PC. Then edit it in an image editor on PC. I don't think this process can be done entirely on Android.
  7. No, there are not any mods that replace all the swords in the game.
  8. My advice is don't use Holocron Toolset, it's not advisable to use it for publically released mods, it adds and alters entries that aren't necessary in many different files when editing them, it's handy for the 3D view, that's about it in my opinion, it's still in Beta effectively. You probably just need to use the other entry, VO_ResRef I believe is the .lip file and Sound is the actual sound file, there is a "Sound Exists" checkbox, but I checked on a file I am using, which doesn't have that ticked and the voice still plays. If as you described other files are working in the entry you are trying to use for your files, then it's the files. You are using the "encode_vo.bat"? or are you entering the command line arguments for SithCodec? Perhaps you could try them unencoded?
  9. View File Sleheyron Arenas Just the files needed to access the three Sleheyron Arenas that are contained within the kotor 1 files. They aren't perfect, the walkmeshes are a little off and this results in the player getting stuck at points. The crowd is also non-existent. This won't work without the Sleheyron Demo by SithSpectre : https://deadlystream.com/files/file/391-sleheyron-demo/ Because it needs the following files which are included in the Sleheyron Demo. m31aa_00l.mdl m31aa_00l.mdx The .wok file isn't necessary. NOTE : This is a modders resource and isn't intended for use by non-modders, all it does is add three empty levels for the Sleheyron Arenas that can only be accessed via the warp command. Thor110 Submitter Thor110 Submitted 03/15/2025 Category Modder's Resources  
  10. Version 1.0.0

    8 downloads

    Just the files needed to access the three Sleheyron Arenas that are contained within the kotor 1 files. They aren't perfect, the walkmeshes are a little off and this results in the player getting stuck at points. The crowd is also non-existent. This won't work without the Sleheyron Demo by SithSpectre : https://deadlystream.com/files/file/391-sleheyron-demo/ Because it needs the following files which are included in the Sleheyron Demo. m31aa_00l.mdl m31aa_00l.mdx The .wok file isn't necessary. NOTE : This is a modders resource and isn't intended for use by non-modders, all it does is add three empty levels for the Sleheyron Arenas that can only be accessed via the warp command. Thor110
  11. As I recall you need to do three HK-50 encounters and then talk to HK-47 about it before the assault on Telos.
  12. My advice is not to use Holocron Toolset, it is still essentially in beta and it's changes to a module cannot be trusted for the final product. Whenever I use it, I use all of the individual tools for filetypes to extract the relevant information I am applying to it, which is only ever co-ordinates as it's 3D viewer is helpful. But for releasing or even making a mod, it makes too many changes to fields that it doesn't need to for me to fully trust it. To determine which level it transitions to, you will either need to look at the string parameter field in the dialog line or you might need to decompile the script, it is worth noting however not all scripts can be decompiled, but most can. If I were looking to do this, what I would do, is extract TSLRCM's module to a folder, then extract the other mods module to a folder, from there I would write a batch script to diff all of the files in both folders to determine exactly which files are different between each mod, then I would examine them more closely and figure out what changes need to be merged, kept or abandoned.
  13. Relatively simple, just look at the tutorials sction and mods in question and work out what needs doing. Just a matter of working out what files to transplant across.
  14. I just meant a visual overhaul for the "Coruscant - JediTemple" mod, I have already fixed a few visual glitches on one of the levels which can be found amonst my existing mods. Model Fix : https://deadlystream.com/files/file/2457-dantooine-coruscant-model-fix/ Visibility Fix : https://deadlystream.com/files/file/1706-visibility-file-fixes/ What I had intended would realistically just have been this new landing pad and fixes to anything else I could find but unfortunately I haven't been able to find the time to work on this for a while now.
  15. KoTOR 1 & 2 are free on the Epic Games Mobile Store : https://store.epicgames.com/en-US/mobile

  16. This mod makes changes to various levels and scripts in the game, you must start a new game for it to work properly because of the way the game stores entire levels in the save files.
  17. Yes it's possible, you probably just need to look at the way the scripts work when calling each line. If I recall in the first game it's a global banter variable that loops through the dialog options and in the second game it uses a similar method to cycle through the dialog choices of basic one line dialog lines spoken by common npcs. Edit : Regarding the audio files you might just need to ensure they are the correct format, .wav encoding, I think 2 channel, I can't remember the specifics but you can use SithCodec by JCarter426 to encode the file for you.
  18. Finally figured out how to change the starting classes on KotOR2! Information can be found in my tutorial series.

    1. Show previous comments  2 more
    2. DeathScepter

      DeathScepter

      Well is it possible to backport Kotor 2 classes and so something similar to this

    3. Thor110

      Thor110

      No, it is not possible to do that with a simple hexedit like this.

    4. DeathScepter

      DeathScepter

      Thor that is good to know that.

  19. Thor110

    M478EP Level Fixes

    It sure would, but I have a lot of other things to attend to as well. Will see what I can do.
  20. What exactly are you proposing posting filewise? If it involves the APK or the OBB, the answer is no.
  21. TSLRCM definitely includes a modified version of atton.dlg Given that your mod references content added back in via TSLRCM it would probably be advisable to just state that TSLRCM is a pre-requisite and depending on how much you alter atton.dlg stating that anything that alters that other than TSLRCM is not compatible, you can probably find a way to make it work with anything though, if you just slide in the script that gives him the relevant feats on a line of dialog that is out of the way. Edit : Nevermind, you are already done, congrats.
  22. Yes and no, it all depends on what you have to modify and what other mods modify, as well as how they modify it, look into TSLPatcher & HoloPatcher. BIFs/dialogs.bif/Dialog/atton.dlg I think is what you are looking for. Making that compatible with other mods that might modify it could be difficult, but if you just make a new script with a name that is unique and slip it in somewhere using ChangeEdit/TSLPatcher or HoloPatcher, then it should be able to be compatible with other mods, but it does also depend on whether you patch the one in override ( if there is one already, such as in TSLRCM ) Nice start! Sounds interesting, but I don't have much in the way of thoughts other than that as I don't spend as much time thinking about stats and such as I probably should.
  23. Thor110

    Malachor is Toxic!

    Yes immunity protects you from the effects of the atmosphere.
  24. Well spotted, I have indeed made a fix for that however it is worth pointing out that it is not a dynamic install which is something I should probably fix at some point. https://deadlystream.com/files/file/1715-czerka-site-cleanup/ Because it took just a moment I have updated it to be a dynamic install which means it won't require a specific install order anymore. Which reminds me I should go through all of my mods and update them all to be dynamic installs as some of the older ones are lazy hard overwrite installs. Regarding the hostile cannok and beach conversation, I will look into fixing it at some point but it will probably be it's own release as I tend to bundle my fixes into my project and release them on their own rather than bundled with other fixes.
  25. View File Malachor is Toxic! NOTE : This is included with the Expanded Galaxy Project already. Another request by @Snigaroo This mod makes it so that the atmosphere of Malachor is toxic to the player character, except in sheltered areas, it also adjusts the spawn location to be on top of the Ebon Hawk and adds a tutorial popup window to warn the player about the atmospheric effects. Compatibility This mod should be compatible with any and all other mods, unless they happen to change tutorial.2da or any of the following scripts or files. In 901MAL k_901mal_enter.ncs tr_mira_han.ncs a_mira_cs.ncs In 902MAL tr_london_bridge.ncs flank.dlg In Override Replace0=lbl_icn_msg.tga Installation : HoloPatcher Use HoloPatcher to install the mod. Uninstallation : HoloPatcher HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself. Thor110 Please do not redistribute or release anywhere without my express permission. Tools used that helped make this possible. Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz TSLPatcher & ChangeEdit HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol Submitter Thor110 Submitted 01/06/2025 Category Mods TSLRCM Compatible Yes