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Everything posted by Thor110
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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.
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Straight swords to replace vibroblades?
Thor110 replied to HoboKingNiklz's topic in General Kotor/TSL Modding
No, there are not any mods that replace all the swords in the game. -
KOTOR 2 modding voice files into game with Holocron Toolset
Thor110 replied to Doodmane444's topic in Modding Tools
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? -
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
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Version 1.0.0
3 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 -
As I recall you need to do three HK-50 encounters and then talk to HK-47 about it before the assault on Telos.
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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.
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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.
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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.
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KoTOR 1 & 2 are free on the Epic Games Mobile Store : https://store.epicgames.com/en-US/mobile
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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.
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KOTOR 2 modding voice files into game with Holocron Toolset
Thor110 replied to Doodmane444's topic in Modding Tools
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. -
Finally figured out how to change the starting classes on KotOR2! Information can be found in my tutorial series.
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What exactly are you proposing posting filewise? If it involves the APK or the OBB, the answer is no.
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First time making a mod - help needed (K2 spoilers)
Thor110 replied to BillyYank's topic in General Kotor/TSL Modding
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. -
First time making a mod - help needed (K2 spoilers)
Thor110 replied to BillyYank's topic in General Kotor/TSL Modding
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. -
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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.
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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
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Consider that taken care of which you already know but posting here so people see it's taken care of, uploaded it a moment ago, awaiting authorisation. There are a lot of requests! Some really cool sounding ones as well, I really should take the time to read through them all at some point.
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Version 1.0.0
17 downloads
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 -
There is an Xbox specific version of TSLRCM available now. Try that out.
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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/
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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.