Thor110

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Posts posted by Thor110


  1. 15 hours ago, itsdilettaunt said:

    From what I remember, the guy on reddit said he got it from some Russian mod APK forum back in 2021 that has since been shutdown. I can throw it in virus total if that makes you feel more comfortable, but I think there's no way to find the author for attribution, not that they'd likely want it. They didn't make or add any of their own files like in most mods, just edited the existing ones in Android Studio.

    As I said, reach out to an admin or moderator and see what they say about it, perhaps ask in the kotor modding discord or wait until one sees this post.

    It's not about feeling more comfortable, besides, when it comes to viruses these days, they can be hiding in your UEFI and all sorts, so I don't think I would trust any scan of APKs ever, perhaps go that extra step and compare the modified APK to the vanilla APK and figure out what is actually different so that you can be sure, as well as reach out to an admin or moderator.


  2. On 4/25/2025 at 12:51 PM, N-DReW25 said:

    Wouldn't this allow users to install Kotor without having to pay for it? This "mod" could be considered piracy if that is the case.

    As they mentioned here, apparently it still forces validation and downloading of the .obb files through the app store.

    On 4/24/2025 at 11:06 AM, itsdilettaunt said:

    Anyways, the APK will download the OBB files just fine so long as you have a Google Play account with a license if you launch the downloader activity first from an app like Activity Manager or Activity Launcher, then it'll download and launch like normal.

    So I think it's the equivalent of the editable executable available for either game already available on this site.

    It's just a matter of determining where it came from, attribution, permissions and it it's allowed generally I believe.

    • Like 1

  3. On 4/24/2025 at 11:06 AM, itsdilettaunt said:

    Anyways, the APK will download the OBB files just fine so long as you have a Google Play account with a license if you launch the downloader activity first from an app like Activity Manager or Activity Launcher, then it'll download and launch like normal. Very good on handheld PCs running Windows Subsystem for Android on Windows or Waydroid on Linux. I'm just asking if it's alright to share with everyone and not breaking any rules. It's not really a "mod" made by someone, just the original APK for version 1.0.7 with the ported dlls edited to remove the 40fps frame cap.

    I'm not sure to be honest, this is something everyone will have to chime in and discuss, you should try reaching out to moderators of the site to see what they think.


  4. More information might help find a reason for that.

    Every module has a .git file, so what level are you trying to modify? Is it a custom level? Is it a base game level? How do you expect us to tell you why something doesn't have something if we don't know what that something even is...


  5. 10 hours ago, AlexRogan21 said:

    Any way to fix this?

    I have encountered this problem only once or twice myself and I don't know of a solution currently, I think it might have something to do with permissions, though I am not certain.

    It might also just be firing because it's the default error message and you are installing to GoG and not Steam, could you manually update the namespaces.ini file to prioritise the GoG version and let me know if that solves the problem.

    IE : Change this ->

    Spoiler

    [Namespaces]
    Namespace1=Steam
    Namespace2=LegacyPC
    Namespace3=Disc
    Namespace4=GoG

    To this ->

    Spoiler

    [Namespaces]
    Namespace1=GoG
    Namespace2=LegacyPC
    Namespace3=Disc
    Namespace4=Steam

    In the file namespaces.ini inside the tslpatchdata folder.

     

    I still need to get the custom version of HoloPatcher updated at some point to include another dropdown for the versions in the namespaces.ini file.


  6. 17 hours ago, Kaidon Jorn said:

    What do I do?

    Reinstall everything from scratch, from what I remember the HoloPatcher automatically created uninstaller doesn't account for everything.

    • Thanks 1

  7. v1.2.4 of the project has been released on GitHub in the releases section.

    https://github.com/Thor110/Expanded-Galaxy-Main

    Main Patch Notes - Quite a number of changes, all relatively small.

    Spoiler

    Aspyr Lightsaber Texture Fix Included
    GoG Legacy Support Added
    Directory fixes for various releases of the game
    TSL Version of the launcher included
    Czerka Office Model Fix
    Malachor is Toxic! included.
    Texture references updated in all model files ( including textures that exist in the second game with a different filename ) 
    Cubemap references updated in TPC files ( three cubemaps exist in the second games files that are identical but have a different filename )
    Duplicate Textures Removed ( including textures that exist in the second game with a different filename )
    TPC files now used instead of TGA files
    Forcefields can no longer be bashed or mined and can only be struck by Bao-Dur
    Xbox .gui files created
    changes.ini files now constructed across all versions of the game using one set of source files.
    Fixed / Better Czerka Salvager by OzilsEyes included.

    Port Patch Notes - A lot of changes and the inclusion of a custom launcher which I have been holding back for a while now.

    Spoiler

    GoG Legacy Version Support Added
    Version specific fixes
    Launcher Options Added
    - Jedi & Non Jedi Classes
    - No Health Regeneration
    Custom Expanded Galaxy Launcher Added
    Dark Jedi Dialog VO Fixed ( Kashyyyk Walkway )
    Ancient Droid Dialog VO Fixed ( Dantooine Ancient Ruins )
    Texture references updated in all model files ( including textures that exist in the second game with a different filename ) 
    Cubemap references updated in TPC files ( three cubemaps exist in the second games files that are identical but have a different filename )
    Duplicate Textures Removed ( including textures that exist in the second game with a different filename )
    TPC files now used instead of TGA files
    Xbox .gui files created
    changes.ini files now constructed across all versions of the game using one set of source files.

    Brotherhood Patch Notes - Not many changes, this is just a release to keep it in line with the other parts of the project, this still remains largely a proof of concept that porting other mods is fairly easy and requires little work. It's worth noting that Brotherhood still isn't fully tested.

    Spoiler

    GoG Legacy Support Added
    Differing Version File Checks Updated
    Batch Launcher Updated

    I have been holding back this latest release for a little while now, it's still far from perfect but the new launcher makes things a little more fancy!

     

    Also, a reminder, that my current goal is to finalise the creation of this foundational framework for expanding the games before adding in new content.

    My next step is to finish writing the Save Importer and Save Converter into the launcher, which will allow users to import saves from KotOR1 to use in the port and import completed game saves from KotOR1 to effect the choices you can make in KotOR2.

    From there I can finally begin to think about laying out the additional content for the new worlds in both games.

    As well as creating an overhaul portion of the project that updates the games visuals, models and textures.

     

    Extra Notes :

    Spoiler

    As others might have seen, I also created a variant of my Launcher for two large Total Conversion mods for KotOR2!

    Revenge of Revan and Edge of Darkness. Do try them out if you can find the time!

    launchers.png.312ab082856131c9b786b6d9b4c3ccce.png

    As well as that I also took a few days to create an application specifically for altering the hard coded colour values in the games executable.

    This can be seen working here.

    Spoiler

    Blue

    closer-colour-dialog.png.9ba5dad5be85011315a6c011c040c095.png

    Green

    closer-colour-dialog-green.png.d8815a23b7f1fde11df6efe5551ed37b.png

    Purple

    closer-colour-dialog-legacy.png.361699a3402e1227fa488432fdcd8742.png

    This tool allows users to easily and quickly patch the executable with the colour of their choosing for the specific hard coded elements of the games user interface, such as dialog text, button borders ( which are the save and load buttons in the save and load menus ) the status effects highlight which is used for new items in your inventory and the text highlight which is the colour used to highlight selected text.

    The new launcher also includes a number of extra options.

    options-latest.png.9a82112b286a7258f3faba400202feab.png

    Such as Non Jedi Classes, turning on or off Health Regeneration and a number of choices that are usually only accessible through the swkotor2.ini file.

    When swapping over to KotOR1 it has pretty much the same options.

    options2.png.0dc5c5a8056b1431646eb0616e6ae24f.png

    Only instead of "Non Jedi Classes" it has Jedi From The Start as an option.

     

    Thor110

    • Like 5
    • Light Side Points 2

  8. 11 hours ago, itsdilettaunt said:

    It is a modded APK of 1.0.7 (the APK was given to me premade so I don't know how to patch the same changes into a stock APK), however it is only 12mb and does not contain the core game files, only a stub that will only download the OBB files if the user passes a Google Play license check so I fail to see how it would qualify as piracy. It's equivalent to the modded exe distributed on gamescopyworld used for widescreen patching on PC. Like that, it ISN'T a copy of the game and WILL NOT run without legitimate game files provided by the user. 

    Realistically that would be up to the user who gave it to you to post it then, otherwise you'd have to consult with everyone, I would make the same argument but for the sake of simplicity I said no as I presumed using a modded APK would require the OBB files to be released with them.

    Perhaps find the origin of the file and go from there.


  9. 3 hours ago, The_Chaser_One said:

    Yeah that seems cool, should be possible with Thor110's expanded galaxy project, I'll ask him when I get some time. My modding skills are pretty low for now as I'm very new to modding Kotor but who knows ? Perhaps some day I'll do something like that. Tbf Korriban's my favorite planet. It's really great. I actually played SWTOR first so when I saw there was Korriban in Kotor I was really glad lol

    To save you time as I saw this post, I wrote a tutorial on porting levels between the two games which is my tutorial series in the tutorials section, it's a fairly straight forward process, much easier to do from scratch than sorting through the files in my project to isolate the files needed for doing that.

    I have considered adding the tombs back in myself, but I think it's kind of fitting that they are blocked off and likely supposed to have collapsed, plus I have enough work to do for the project as it is so I avoid making more for myself.

    • Like 2

  10. Adding a companion to that section, even if just a temporary one is a good idea as it is quite difficult from what I remember.

    With regards to the audio files, I think the steam version can only play .mp3 from what I remember people saying, but I have no problem playing .wav files from the first game in the aspyr version of the game, so it could just be a slight encoding variance or issue or perhaps it can only play .mp3 files from the override folder, I am not too sure on the specifics as I haven't personally encountered the issue so perhaps someone else can fill in the details.

    This seems like the sort of thing I would be tempted to add to the Expanded Galaxy Project, with permission of course, perhaps if you reach out to me on Discord I can offer some assistance with finishing the base mod either way.

    It sounds like you are most of the way there and are just left to tackle a few small issues such as the audio and some scripting issues.

    I started my mod project over 6 years ago and it's still years away from being completed, so don't let that bother you, there are plenty around in similar positions too.

    • Like 1

  11. 1 hour ago, DiscoAquinas said:

    Would changing these values be an arduous thing? Would it run into conflict with other mods, like TSLRCM?

    No, you could just patch them in using HoloPatcher.

    • Like 1

  12. 1 hour ago, Effix said:

    @Thor110 Do you know if there's something in the area files that gives things colour?

    Probably the DynAmbientColor, The SunAmbientColor or the SunFogColor in the .are files as those values differ between games.

    are.jpg.40acc2fd237d5716f21f9b21f14ff2ae.jpg

    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.

    • Like 1

  13. 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

     


     


  14. The galaxymap script changes the room model animation to play which swaps between different skybox models which show those textures.

    k_inc_hawk.nss

    Spoiler

    void SetBackground()
    {
        //string sRoom = GetScriptStringParameter();
        string sRoom = "003EBOq";
        int nRoomAnimation = GetGlobalNumber("003EBO_BACKGROUND");

        switch(nRoomAnimation)
        {
            case 0://106PER
            {
                nRoomAnimation = ANIMATION_ROOM_SCRIPTLOOP01;//PERAGUS
            }break;

    etc

    The model "003EBOq" contains these room animations.

    • Thanks 1

  15. 23 minutes ago, HoboKingNiklz said:

    Are there any mods that replace all the swords in-game with double-edged straight swords like broadswords or longswords? I've never liked single-edge swords like the ones in KotOR. Doesn't need to be anything special or unique. Thanks!

    No, there are not any mods that replace all the swords in the game.

    • Light Side Points 1

  16. 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?

    • Like 1

  17. 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


     

    • Like 2

  18. 5 hours ago, nonameperson66 said:

    So I have tried to figure out where to start at with this mod but I don't know where to begin. My thought process has been this: 'In TSLRCM after you finish talking to Zherron, a in-game cutscene triggers. How does this cutscene get triggered?' I have not been able to figure out how the cutscene get triggered. I am using the Holocron Toolset and DLG Editor. I can see that at the end of the dialog chain in zherron.dlg there is '{change module}' in the dialog box using DLG Editor, but I don't know what that does or what module it is changing to. I apologize in advance if this is obvious to everyone else, but I am at a complete loss as to how to even start doing this, much less where to go afterwards.

    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.


  19. 8 hours ago, Aeliren said:

    When you say "overhaul for the Coruscant mod", do you plan on making an entirely new custom planet module for Coruscant for the Expanded Galaxy project, or is it just a visual overhaul of the "Coruscant - Jedi Temple" mod?

    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.

     

    • Like 1

  20. 3 hours ago, TomRoche said:

    Hello! I have a question, i have installed the mod just yet, went back to a save game just before killing Kreia, but i just get warped into main menu.  I did just click the TSLPatcher, nothing went wrong with installing whatsoever. What could have gone wrong?

    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.


  21. 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.

     


  22. 17 hours ago, itsdilettaunt said:

    I have a 60fps mod for the 1.0.7 version of the game. It requires a modded APK and the old obb files from that version. Since it isn't cracked and still performs the license check from Google Play, can I post a download link to both?

    What exactly are you proposing posting filewise? If it involves the APK or the OBB, the answer is no.