Thor110

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Posts posted by Thor110


  1. On 8/31/2024 at 5:14 AM, Galldin said:

    Hello i was wondering if there was any plans to bring this to ios? or if its already possible

    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. 2 hours ago, Ian Starrider said:

    I have already tried all this but without success.
    Streamwaves folder and override folder added and files moved etc.

    When editing OBB files, the app does not accept them and starts downloading the original obb files.

    I guess I have tried everything possible.
    If anyone else has an idea I would be grateful.
    But so far I'm at the end of trying.

    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.

    20 hours ago, Legion said:

    If that doesn't work, you might need to batch change filenames of your German language audio to be the same as the English language versions, so that the Override folder does properly override the original English language voice files saved in the OBB. In most games that would involve renaming the 'de' part of filename to 'en'. See how you get on.

    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.

     


  3. 12 minutes ago, Elirose said:

    I added the k1 restored content stuff originally and a few smaller model change mods to my k1 folder. It all worked when I did it with a fresh install, but it won't go past character creation.

    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.


  4. 2 minutes ago, Elirose said:

    While running the Github exe for the Port I'm getting this error and It just never starts installing.

    image.png.7b8cba693192f9087158892e3c5bf1af.png

    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.


  5. 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.

    • Thanks 1

  6. 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
    • Submitted
      08/13/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  7. 19 hours ago, lordofstorms2000 said:

    Any chance you are around to ask for help with this mod? I dropped the files into the override but I don't see them in game. Even on a new play though. Do they spawn in a specific place?

    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.


  8. 20 hours ago, Natural Law said:

    I would have thought the original has to be completely unmodified.

    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.


  9.   Thanks and I understand.

    On 5/17/2024 at 12:34 AM, ChrisC26 said:

    Hey @Thor110 I just wanted to thank you too for continuing this project. If I had more time and KotOR modding knowledge on my hand I would help but I simply don't. I come back every now and then to check out what cool things the KotOR modding community is doing and this project is always at the top of the list for things I check on.

    I sort of wish the KotOR modding community didn't have such a strong stance on porting for so long or this project could have started years ago. But regardless I will keep following this!

    Same here, I had hoped to convince everyone to work together on this project.

    1 hour ago, Natural Law said:

    Hope I'm not a bother @Thor110, but when I get to the last part of installing the Expanded Galaxy Port, pointing the Holopatcher to my Kotor II directory in Steamapps I get this warning:

    Screenshot 2024-05-23 140610.png

    The main part seems to work fine as the license changed from M4-78 to yours and I can start a new game no problem, but really want to try out the K1 component running on TSL engine most of all.

    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.

    portinstall.jpg.7a0f3206a0af98774a62a565cffbca69.jpg

    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.

    • Like 1

  10. 14 minutes ago, Snigaroo said:

    I need to keep my build installs preserved as-is locally for testing and troubleshooting, and while that's not insurmountable I'd need to zip them up and move them elsewhere so I could reinstall a blank-slate version of the game to test the shadowlands tweaks.

    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.

    install.jpg.3f8ed2bc8c075d3e0f7eb77ba92e2f8b.jpg

    This is very helpful for me as it means I can swap back and forth by just renaming them.

    18 minutes ago, Snigaroo said:

    I'm more than happy to help, it's just probably easier for me to watch clips than for me to get my own setup in a position to run through it myself, at least until you're at a definite release candidate stage.

    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.

    KotOR0000.jpg.f204a7f06710a4d60df05b9f69a2682b.jpg

    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 )

    19 minutes ago, Snigaroo said:

    The randomness element I like quite a bit, and particularly the idea of running into Komad down there. That was another thing I thought about possibly requesting, but thought would be difficult to introduce him down there in a natrual manner with the way the current Shadowlands is set up.

    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 )


  11. 1 minute ago, Snigaroo said:

    There is a bodies stay mod for K1, yes. I don't recommend its use in the builds, so from the builds' perspective this wouldn't be an issue, but it's still probably a good idea to consider how to handle it for general mod interoperability.

    Good to know, I am not entirely sure how I would handle that as while testing my KotOR Chess idea a little while back, I found out that you cannot use DestroyObject(); on a dead body, for whatever reason, perhaps there is another method that could be used.

    lbl_mapm24aa.png.cda9ffe3ccd17674e2ff6be13a8e6564.png

    Here is where I would place the three waypoints (1,2 & 3) and two trigger zones (1 & 2) while removing the ( I think ) two Katarn that lie in-between the first two points.

    This "should" absolutely ensure mod compatibility.

    lbl_mapm25ab.png.ca7482d11f899d5dc8d62a180dd0c162.png

    Then there's the lost forest, which doesn't have an actual map, but that could be used to mystify the area somewhat, or the map could be disabled ( at least it can in TSL, not sure if it's possible in K1, but if it isn't, then no map would suffice )

    I'm really tempted to make a start on this idea as it sounds like it could add a great deal to the game in just giving the Shadowlands a lot more depth.

    Given that I could construct the base functionality of it in no time at all especially.

    Would you be willing and able to actively test this if I were to start working on it? As I would appreciate your feedback on how it would play.

    It would also be possible to add random events to this, such as a lost NPC or perhaps even specific loot, my thinking is by using the Kashyyyk variable that controls the random single line dialogs that some NPCs can speak, this would also make it highly likely that you would get a different event or set of circumstances with each playthrough of the game.

    A lost NPC could be a Wookie perhaps, or maybe even Komad Fortuna if you have already encountered him once of course, this would remove the need for non-alien VO.

    I am starting to wonder how many other unique possibilities could be added, but I think this is limited to a combination of how many turns the player takes through North, East & West, the counter for those turns and the random dialog variable, but when taking three booleans into account, along with a random dialog counter, that I think goes up to 8, but might be able to go higher, along with the counter, all of a sudden there is the possibility for a lot of variation.


  12. 6 minutes ago, Snigaroo said:

    Mod compatibility would be the only possible dealbreaker, aside from the case that it winds up just not being fun.

    As much as I like the idea, it might be better to try to isolate the entire thing to the new module itself. Can a module transition to itself? If, rather than splitting off the first Shadowlands area, the module was instead used as a transition module between the upper and lower shadowlands, the "maze" module could just keep putting the player back in its own module until they found the right "combination" to exit it. Since all the changes would then be isolated to the modded module, mod compatibility would be preserved.

    it would be possible to change the transition with the elevator to a new module, but doing this could potentially also break compatibility.

    I think the best bet for maintaining mod compatibility would be to inject the new transitions and triggers directly into that fist module, removing that first set of Katarns and placing a trigger and transition at both ends of it, one leading to the lost forest and one leading back to it, that way mod compatibility could be ensured, provided no one decides to alter those Katarns.

    Which is extremely unlikely.

    It would result in next to no changes to the two vanilla modules, except added trigger warpzones, an added dialog file and some scripts, then the lost shadowlands level and it's functionality could sit in-between those triggers.

    A further waypoint could be added so that if you exit the lost forest under the right conditions you encounter Jolee fighting the Katarns upon entering, such as getting lost, otherwise, you would encounter him naturally, by walking around that corner where the first set of Katarns usually are.

    It might feel a little rough though as I am pretty sure you can see the lift from around the corner, if you cannot, it should feel perfectly fine.

    Though this sort of thing could take days to weeks of solid work to properly construct.

    Not to mention all the testing and slight tweaks to improve it's functionality.

    I also considered doing something similar with the Dune Sea, but realistically that one would require a new level to be made that had four exits, fairly simple to do, but doing this type of thing twice in the game, wouldn't feel right at all.

    One problem I can foresee is loot being left in the lost forest from previous encounters, or dead bodies remaining, but I think that could be worked out by not dropping any loot on the encounters within, as for the dead bodies, that would begin to depend on if the user is using a mod to prevent them from disappearing as if I recall there is one, at least for TSL I believe there is, not certain about K1 right this second.

    If there isn't, it might be possible to have a short time dialog saying you venture forth north, east or west in order to account for those bodies disappearance so that they don't remain there as you return.

    Then there's the issue of what to spawn, where, when, why and under what circumstances...


  13. 2 hours ago, Snigaroo said:

    That's a workable solution. I'd want to see how it behaves ingame, and especially for something like this I'd like to see a video of it in an early alpha state just to see how the modules join together, but I like the sound of it.

    It's just an idea for now, but it's perfectly workable.

    Just requires some creative thinking to actually implement.

    The best way to do this would be to fill the lost shadowlands with a set of waypoints.

    The North, East & West transitions with a level exit that sets a Boolean value after resetting the previous value if it isn't the correct one, if it is the correct one, don't reset it, if it isn't increase a number variable as a counter to ensure you can't get lost for too long, on entering the level you would check these values and spawn an encounter accordingly, on exit you would have to delete any remnants of previous encounters because the level would be the same level you are returning to.

    It's fairly simple in theory, in practice, making it fun and ensuring it plays out well, not so simple.

    Definitely an idea that has been at the top of my list for a while now, but as I mentioned I was just going to use it as an extra area in the port that could lead somewhere or something, I hadn't really worked out the details of what I would do with it yet, just that I had considered doing the same thing as the lost forest in Zelda.

    Annoyingly you have now piqued my interest as I think this could play out really well, but it also requires a complete rework of the other two shadowlands levels.

    That could be simplified to just reworking the first area a little bit, depending on how you want it to play out.

     

    I would probably simplify it as much as possible to reduce the amount of work and stick an area transition where the first set of enemies are as you turn the corner, before turning another corner and encountering Jolee, at which point you would then be in the lost forest, after say four area transitions, I would spawn a copy of the Jolee encounter, or transition the player back to the first level just around the first corner, with an area transition behind you that turns you back, similar to the desert in Tatooine, unless you have encountered Jolee, or visited the Star Map, in order to try and prevent the player getting lost twice it would probably have to be the Star Map, which would limit your ability to return and leave you lost in the forest until you have found the Star Map.

     

    Or Jolee could inform you of the direction to take in the Lost Forest and provide a journal entry, which would ensure you can come and go as you please, as for the VO around this, I think he does say at some point it's easy to get lost, so it could probably just be appended to the current journal entry.

     

    From there it's just a matter of setting up variations of encounters in the lost shadowlands that spawn and despawn as you come and go.

     

    All sounds simple enough... but making it dynamic and compatible with other mods, might be tricky... if not impossible...

     

    Certainly sounds fun though.


  14. 5 minutes ago, Snigaroo said:

    I actually love this idea, that's something I was considering as well but thought it might be impractical to implement. If it can be done I would love to try it, my only concern being that it might wind up being frustrating or confusing for the player. There would need to be some method to "solve" the puzzle added, and I think it would also need to be used in conjunction with removing or falsifying the area maps in some way or else it would just seem too much like taunting the player and not simulating the difficulty of Shadowlands traversal.

    Could add a counter that means if you get lost for too long, Jolee find's you, that way the sequence and dialog from where you follow him to his hut could still be used.


  15. On 5/11/2023 at 12:05 AM, Snigaroo said:

    Actually Hard-to-Navigate Shadowlands

      Reveal hidden contents

    The Shadowlands are referred to as this extremely dangerous zone of wild beasts and treacherous undergrowth, difficult to navigate and nigh-impossible to survive in. Except the only animals you see are Tach, Katarn and Kinrath, none of which are particularly threatening, and you very conveniently have a map the entire time.

    The difficulty I don't believe can be solved adequately because it would take either making Katarn and Kinrath unrealistically difficult to fight OR adding different animals to the planet, none of which I think are more suited. There is the possibility of back-porting a small amount of Hssiss from K2 into the lower Shadowlands, I suppose, but I can't see any other creature from either game that would make sense down there, and a couple of Hssiss doesn't really solve the overall problem.

    I am hoping that traversal, at least, can be addressed however. Removal of the map would be great; removal of the map until you get Jolee would be even better, with Jolee's presence restoring the map to you. I know the map can be removed per-module in K2, so I'm hoping removing it is at least possible in K1, but if the map absolutely can't be removed then adding in a modded map which is almost entirely wrong would also be an interesting way of going about this, where the player can't rely on the map to navigate because it's lying to them. That won't do much, due to the smallness of the area, but it's something.

     

    I had an interesting idea for the lost shadowlands level that I was going to attempt in my port at some point that could potentially be used for KotOR1 as well, though I hadn't considered using it in this way but now I am thinking about it.

    My idea was to add three area transitions that would lead you back to the same area, like the lost forest in the legend of Zelda games, where you have to go in a specific set of directions in order to reach your destination.

    So it would be like go East, then North, then West or something, each time you enter the level it could spawn a random arrangement of enemies based on whichever direction you have taken and eventually you could come out near Jolee's Hut or the Star Map.

    I was just going to have it as an extra area behind the log where Freyyr can be found roaming, but this might be a better use of it.

    • Like 1

  16. 4 hours ago, DarthParametric said:

    Aspyr already fixed this for the Switch version. You just need to steal it. Although from what I can tell, they used a kind of hacky (hardcoded) approach rather than fixing it properly, so it would need some additional work to port it across. Aspyr gonna Aspyr I guess.

      Hide contents

     

    Switch_Swoop_WS_GUI.jpg.123765496db8289e17b2458de072c77a.jpg

     

     

    Didn't you do a fix for this as well? From what I recall yours looked acceptable though you weren't happy with it, that version doesn't look nice at all.

    P.S. : That's a lot of requests!


  17. 9 minutes ago, Timbo said:

    Did you make this? Also, do you know if the recommended button skips force powers for consulars?

    I edited it with KotOR GUI Editor and extracted it with KotOR Tool and I have no idea.

    • Thanks 1

  18. For disabling it completely, there are a few ways this could be done.

    You could either delete that part from the GUI altogether, though I suspect this could cause internal errors, or you could move them off-screen which would probably be the best option.

    • Thanks 1

  19. Xbox Blue GUI


    While working on my KotOR1 Port I have been preparing the files for the Xbox GUI and thought I would post it as a stand-alone mod just as I did with the PC version.

     

    Warning : This is experimental! Backup your .xbe file just in-case, or don't use the one included. ( Dialog Text & some other elements will remain a TSL Green without it )

     

    I couldn't get everything quite perfect unfortunately due to the way it works, I also had to edit hard coded values in the .xbe file in order to remove any traces of the TSL Green, details on how I did this are available in my KotOR Modding Tutorial Series #24 - [ADVANCED] - Hard Coded GUI Elements.

     

    Installation

    If you have the game on your hard drive, FTP the files over to the games directory.

    Alternatively, you can unpack the disc image and remake it using c-xbox tool as I have done for testing with Xemu.

     

    Thor110


    • Submitter
    • Submitted
      05/18/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  20. 5 hours ago, IceBlazeWinters said:

    well i just tried to use a tsl patcher install for the mod "increased skills and attributes" but it gave like 22 errors for my already used skills.2da file

    and the only skills mod i'm using is the skills and feats unchained, which makes ALL the skills class skills (since kotor 1 you can't unlock them as class skills like in kotor 2 with meetra)

    Chances are that the mod isn't written properly and don't work together to begin with.

    Without error logs and details on which mod I can only hazard a guess at what's going on, not to mention the fact I don't have a Switch.

    I would imagine that the mod is giving errors because there are differences with the 2da file that it doesn't expect.

    You can't really expect to just install any old series of mods in a row onto the Switch and have them work from the get-go, unfortunately.