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Everything posted by Thor110
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So they outright lied to me when they said no mods. - _ - Nice, kind of suspected as much, but was fed up with the constant questions by this person and wanted to find out for certain if something like this was the case, also thought I would drop enough information that perhaps it would be of use to somebody else in the future that might actually make the effort. Why lie?
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Then follow my instructions and you will be good to go.
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Once more I am not entirely certain on what you are showing. But at a guess you are confirming that you want the Sith Officers clothes from the Leviathan Bridge to be on the Sith Officer outside the hideout on Taris as well as maybe any other Sith Officers in the game. Is your game already running any mods that might alter their uniform? In short change 8001 to 9001 on each of the Sith Officers you wish to edit under their "Equip_ItemList" ( "g_a_class8001" to "g_a_class9001" )
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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.
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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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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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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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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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For anyone that saw my recent but now gone mod, use PapaZinos Ebon Hawk Repairs instead as they fix the same thing, are much better and the walkmesh was broken with the one I uploaded.
It has since been deleted. -
Is there really no way to delete a mod?
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Could you possibly delete my latest? It is flat out broken and PapaZinos Ebon Hawk Repairs do the same thing which I was not aware of.
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View File 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 Submitter Thor110 Submitted 11/19/2022 Category Mods TSLRCM Compatible Yes
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It is in the Prima guide, page 35.
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Somebody asked if adding this back in was possible. However unfortunately changing that entry in the appearance.2da results in regular clothing giving the appearance of whatever it has been changed to. So for the time being I am not sure if this is possible, but I may look into it again at some point. If anybody knows otherwise, feel free to drop me a message.
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- 16 comments
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0 - If I can find the time I will collect some screenshots and update all of my stand-alone mods. But if you check the original version, all of the control panels and droids weren't lined up and were all at different angles, was an immersion breaker for me. 1 - Because it felt jarring to walk between them, quite an immersion breaker in my eyes. 2 & 3 - I was not aware of this so, no.
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View File 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.ncs The following files from the modules folder have some scripts edited. unk_m41aaa - Edited Scripts k_pebn_exithawk.ncs ebo_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 Submitter Thor110 Submitted 10/13/2022 Category Mods K1R Compatible No
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Version 1.0.3
900 downloads
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.ncs The following files from the modules folder have some scripts edited. unk_m41aaa - Edited Scripts k_pebn_exithawk.ncs ebo_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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eXtensive Dialog Overhaul -beta- for KotOR 1.03
Thor110 replied to Gimmick5000's topic in Work In Progress
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. See my reply above. -
View File 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. Submitter Thor110 Submitted 09/10/2022 Category Modder's Resources