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Posts posted by Thor110
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21 minutes ago, Revanbeta50 said:You really do need to work on the way you ask questions.
What is "this"? There are five characters in the scene...
Open the level with ERFEdit, find the NPC you want with KotOR Toolset or Holocron Toolset ( easier to locate them with the top down map in these programs ) from there open the NPC's character sheet with K-GFF Editor as well as the other character sheets you wish to edit and change their equipment list accordingly.-
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1 hour ago, Revanbeta50 said:So is there anyone that can teach me
I just need to know where to start and what tools I need
https://deadlystream.com/forum/25-tutorials/
There is a tutorials section on the site.
I have also written a short tutorial series covering some of what I learnt while working on my own project.
The first thing I would suggest you do, is get KotOR Tool, ERFEdit, K-GFF Editor, 2DA Editor and the Dialog Editor, there are a lot of programs available but these are what I use. ( KotOR Tool can work with most files, but it has always been described to me at least as quite buggy and should generally just be used to extract files from the game )
Though saying that, you might be better off starting with the Holocron Toolset, because it has everything built into one package, realistically you want to figure out what is best for you throughout the course of learning to mod the game.
The second thing I would suggest doing is familiarising yourself with the games file types and folder structure.
From there it's usually just a matter of opening up levels, editing files and repackaging the module, be it manually or using TSLPatcher to inject files into existing levels.
Then from there, peruse the tutorials and site, there is a lot of quite advanced and specific tutorials if you do enough digging around here.
Thor110
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As others have asked around here before, perhaps you could provide a little more context and information in your requests...
This also isn't in the requests section...
By the looks and sounds of it you just need to add Carth's head number to one of the player character entries in the appearance.2da
Given how many requests you make, perhaps it would be wise to dive into the tutorials section of this site and learn how to yourself.
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2 hours ago, Todd Hellid said:It didn't work. It shows the path in TSL patcher but I still have to point it at the directory.
Some TSLPatcher's are setup so that you have to point it at the directory.
If you wish to change this then open changes.ini and change "LookupGameFolder=0" to "LookupGameFolder=1"
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22 hours ago, Jonlion said:Thank you. I believe it was selected, but I'm going to try one more time. Also I'm going to try 3Dmax approach if this doesn't work.
Do you know any good guides/tutorials/methods concerning turning models into a more smooth high poly version? What approach and program would be recommended and somewhat easy to use?
Best wishes
Though I can't say for sure, I had a quick flick through this video and it looks pretty decent. :
Hopefully that helps.
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3 hours ago, Todd Hellid said:Can someone make a registry edit file of Kotor 2 64 bit 11 GOG version for me please? So it will automatically point to the game folder.
While I am not 100% sure, from a quick glance, it looks like you would be able to use a registry edit fix from W10 if you have one.
Alternatively if you could export and send me the registry entry you currently have I could edit it for you, but then again so could you.
Track it down, export it, edit it with notepad, update the directory, save, then double click.
Or upload it here so someone else can fix it for you.
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It's possible you just need to hit Ctrl+A and or select everything before exporting as well as ensuring that you properly check or uncheck model for TSL depending on your circumstances.
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Tutorial Model Fix
Warning : don't authorise or download yet, further inspection is needed to fix the issue.
Tutorial Model Fix
This mod fixes the model “001ebo5.mdl” from the level 001ebo, or the Tutorial level.
Previously it had a black box surrounding the model which when shown while in the room 001ebo3 would preven the stars from being visible through the damaged part of the Ebon Hawk.
To uninstall just delete these three files from your override folder
001ebo5.mdl
001ebo5.mdx
001ebo5.wok
Thor110
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Submitter
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Submitted11/19/2022
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Category
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TSLRCM CompatibleYes
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End Game Free Roam
End Game
This mod adds free roam to Star Wars : Knights of the Old Republic
Simply finish the game and instead of the credits playing you will be warped back to the Ebon Hawk and will be able to continue your adventures or finish any quests that you might not have finished before travelling to the Star Forge System.
Thor110
thanks to tk102 for pointing out the original programmers syntax error in k_inc_ebonhawk.nss
Known bugs
The North & South beaches on the Unknown World have some issues and entering the Temple shows a warning about the force field which is no longer there. ( though this could just be due to the way I tested the mod )
Compatibility
I have no idea what mods this will be compatible with, but it definitely won't work with any mods that alter the same files as this. ( Check Uninstalling to see what files this mod alters )
Source files are included so compatibility patches can be made.
Installing
Install using TSLPatcher.exe and for installation during a playthrough, you will have to go back to a point in the game where you have not set foot on the Ebon Hawk. ( so Taris ) simply because I had to alter a script in the Ebon Hawk module.
Uninstalling
To uninstall use HoloPatcher.
Edited Scripts
For reference these are the editd scripts that get placed in the Override folder.
k_act_makeitem.ncs
k_con_makeitem.ncs
k_inc_ebonhawk.nss
k_pebn_galaxy.ncs
k_sup_galaxmap.ncs
k_sup_galaxymap.ncs
k_stunt_end.ncs
k_creditsplay.ncsThe following files from the modules folder have some scripts edited.
unk_m41aaa - Edited Scripts
k_pebn_exithawk.ncsebo_m12aa - Edited Scripts
k_def_gizka02.ncs
k_punk_41aa_en.ncs
k_punk_fincs_en.ncs
k_punk_goebon.ncs
k_punk_newfight.ncs
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Submitter
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Submitted10/13/2022
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Category
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K1R CompatibleNo
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8 hours ago, Gimmick5000 said:This is not a mod persé but a replacement .tlk file in which I've edited about 8000 dialog lines
If it is just a .tlk file replacement it should work with Android and any other version of the game just fine. Provided it is installed to the correct location.
On 9/16/2022 at 5:42 PM, Revanbeta50 said:Could it work with android and will this
See my reply above.
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Topaz GigaPixel AI Upscales - K2
WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME!
Modder's Resource - Topaz GigaPixel AI Upscales - Source
These are all of the second games textures upscaled by Topaz GigaPixel AI.
While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well.
It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game.
So here they are.
The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action.
All TXI files as well as the few textures that had issues being upscaled in their own packages.
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Submitter
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Submitted09/10/2022
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Category
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2
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Topaz GigaPixel AI Upscales - K1
WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME!
Modder's Resource - Topaz GigaPixel AI Upscales - Source
These are all of the first games textures upscaled by Topaz GigaPixel AI.
While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well.
It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game.
So here they are.
The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action. ( added some screenshots of the actual textures )
All TXI files as well as the few textures that had issues being upscaled in their own packages.
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Submitter
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Submitted09/09/2022
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Category
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It's not, it's in the texture files.
lbl_map_modulename
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For mods that don't have text you will be lacking edits to the dialog.tlk file
For those that do have the text the text will be contained in the .dlg files
As for models I believe they need to be formatted slightly differently, there's some information about it around here somewhere.
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56 minutes ago, DarthParametric said:Ah, the foreman droid's eye flash is a lot easier to see, given the size. I guess the construction droid's eye meshes need a little more surface area.
Edit: Created new eye lens mesh, although there's not much to work with in terms of the texture. Also tweaked the position of the camerahook.
Here is the video for these edits, looks a lot better now.
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9 minutes ago, Revanbeta50 said:If u can test it it would be awesome man
I am kind of saying it has already been tested as it is a part of my KotOR2 project and I have heard no complaints about it not working.
As for actually testing it, I don't think my current phone would run it, unfortunately I broke my other phone a little while back.
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9 minutes ago, Revanbeta50 said:I tried already and it crashes
Maybe something is missing, admittedly I could be wrong about it working as I don't really play on Android but I do own it on mobile for testing my own project, which actually contains this mod.
And I don't recall having it brought up as an issue by anyone testing my project on mobile.
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This is v3 in action and I will grab a recording of the Foreman droid in just a moment.
And the Foreman Droid.
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4 hours ago, spideyseth said:I've been modding Kotor for years, but stuff like Kotor tool in my opinion are absolutely some of the worst tools I've ever used. It was good for the time but I will never go back to it even if it's helpful, but thanks for the response.
KotOR Tool as described by many in the community is a great can opener, but not a great tool as it's incomplete and has bugs here and there.
Ultimately that is all I use KotOR Tool for, to unpack the original files, other than that K-GFF Editor and a few other tools are really useful to have.
KotOR GUI Editor is also another new tool, very much worth having in my opinion.
My point is realistically you can't rely on one tool to do it all, though I think we all have high hopes for the Holocron Toolset to do it all in the near future.
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2 hours ago, Sith Holocron said:How difficult would that be to adjust?
Anyone could adjust the camera hook with no problem, it's adequately named and there's no tricky business involved linking, relinking or properly setting anything up.
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1 hour ago, DarthParametric said:Hrm, hard to even see anything, but it looked in one shot like it was actually working. The low values just need to be reduced even further so there's enough contrast.
Try this version: TSL_Construction_Droid_Talk_Anim_v2.7z
Sorry for the late response :
Overall it's much more noticeable, but I think the shapes should recess into the eye as opposed to extrude from.
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On 9/3/2022 at 7:44 AM, AvatartheAvatar said:I do not like Aspyr which I am forced to use it as the Legacy version is gone.
The legacy version is still available on Steam, you just have to set it in the options.
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I would suggest not relying on Holocron Toolset to do everything for you, could be something is missing or an issue exists in the program somewhere, it's still relatively new as amazing as it is.
Perhaps compare the git/are/ifo files to that of the original to see if something is missing, perhaps it didn't populate the room list.
There are lots of tutorials available that are worth checking out, pretty much everything is covered in-depth if you dig deep enough.
What I did when I started around here was grabbed every tool available and then got started learning my way around the game.
Thor110
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IMPERIAL OFFICERS
in General Kotor/TSL Modding
Posted · Edited by Thor110
Still, I just wanted to be certain that you were on about the Sith Officer.
Regardless of which character you were referencing, the process is as I just described.
Maybe watch my crash course video in kotor modding where I cover the basic file types, what programs open them and what they do. ( in my tutorial series )
I am pretty sure there is an exact step by step tutorial to changing an NPCs clothing around here somewhere anyway. ( on DeadlyStream ) :
Though that actually covers changing a few other things, such as the texture variation and the appearance.2da, but for the most part it still should highlight what it is you need to change.