Thor110

Modders
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Everything posted by Thor110

  1. 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
  2. Above is DarthParametric's Edit. Below is how it looked originally ( no edits ) so it seems they already had flickering eyes, though it's not very prominent. ( update : no it's just my eyes playing tricks on me I believe, the reflection as the head moves made me think there already was a slight flicker )
  3. Something I just mentioned to another user, I have created a set of testing rooms that contain every NPC in the game. Quick and easy access to seeing them all in action without having to load any saves : I also created a set of rooms for Placeables and Doors, I find them very helpful for testing and quickly picking an appearance for an NPC to place in a module. This is the result of the files provided by DP And this is the result of the files uploaded by Malkior Though I don't have a .dlg file attached to test actual dialog / flickering, I can easily attach one, or they might exist already in the testing rooms I was starting to setup for every type of dialog / alien language, but I don't think I got too far in setting that room up. Thor110
  4. Ah of course, I was just thinking of a lazy approach such as flickering lights. Not long woke up so mistook your request.
  5. Didn't you write a tutorial on adding animated textures? Wouldn't you just be able to animate it and add the parameters to the .txi? Thor110
  6. the truth is, it's only been 24 days since your initial post, could be worth being a tad more patient perhaps? :) though I can't say a lot as I can be quite impatient myself. Hopefully somebody helps or offers you the information to get you to your end goal, I have this strange feeling there is a mod out there for Atton's Ribbed Jacket, or that I have come across one, or perhaps it was a mod for his jacket and not one you could wear. What I can say or do know is there are a limited number of slots for armour variations and while it should be a fairly simple process, modelling for the game is relatively tricky so I have read / heard / been told and have tinkered with some myself, without knowing all the intricate details it's not an easy thing to do for certain. If I wanted to achieve this I would download one mod that gives you a new piece of armour and then open that model and then Attons jacket model in Blender and figure out how to essentially merge them, but I would also likely give up due to bones / rigging. :D good luck.
  7. Best place to start is to check which mods alter or modify 301NAR which is where the encounter happens, at first glance that appears to be Ragged Refugees, though I don't think that is what is causing the crash.
  8. Define "official" Given that no mod's are official that is just not possible. If you just mean if anyone was planning to release it as a mod, I don't think anyone has plans to do so.
  9. Having long abandoned this project I am locking this thread. But I am also going to leave a note and a recommendation. My recommendation is that you check out the Republic Commando Remaster project : https://www.moddb.com/mods/rc-reskin-remaster And my note is that I am still dabbling in the Unreal Engine, both UE2 & UE4 for a couple of different projects and that I recently decided to write a tutorial on porting Star Wars Republic Commando's levels to Unreal Engine 4, this tutorial should also work with any other UE2 era game or level. Though more specifically UT2003/2004/Republic Commando and it also worked for Stargate SG-1 : The Alliance's leaked game files. Tutorial Link : https://www.moddb.com/games/star-wars-republic-commando/tutorials/converting-swrc-to-ue4 UE5 Project Template : https://github.com/Thor110/ABC-UE5 Automated Script for Extracting, Converting & Preparing Files : https://github.com/Thor110/UE2-UE4 This video shows a variant of the script in action, for Stargate SG-1 : The Alliance. I initially only started this project as a way to check out AI upscaling techniques anyway. Have also been getting the textures upscaled by Topaz GigaPixel AI for my UE4 port project. ( I also donated these upscales to the RC Remaster project I recommended ) Original : Upscaled : UE4 Previews :
  10. Thor110

    Ixgil the Bith

    Just make a TSLPatcher installer to add it to tar_m02aa, there is no way to fix it asides from this or renaming the one on the korriban module, but both solutions require a hard edit to the .mod file or a TSLPatcher installer. For reference I found this out using KotOR FindRefs Utility to search for "n_bith001" it's a handy tool.
  11. Thor110

    Ixgil the Bith

    There is also a n_bith001.utc in korr_m33aa so adding this to the override will break the bith on Korriban.
  12. The same as the original movies to ensure compatibility. In my opinion that's the only sane option. But I would definitely suggest rendering them at a varied set of resolutions to avoid them having to be upscaled. This is something I have been working on slowly though I don't plan to release it separate from my project.
  13. Thor110

    the switch port

    It was no rumour, I was merely referencing real world situations not related to this topic ( ie : society as a whole ). Apologies for the confusion.
  14. Thor110

    the switch port

    That's not the world we live in, unfortunately we seem to be living in some sort of dystopian capitalist hell-hole where stealing art is not only allowed but encouraged and enforceable by terms and conditions. But on the other hand, people aren't smart enough to make it anything but.
  15. Thor110

    the switch port

    It's just TSLRCM released for Switch as DLC as far as anyone knows. That's certainly the most likely anyway.
  16. I had this happen on K2 at first when I ported it and on K1 when I first installed it to test it, such an awesome addition to the game, I think it was because I had possibly been there in that save before. So that might be something worth considering. I loaded an earlier save in K1 and warped there and it worked fine. Thor110
    Another excellent fix for the game, this always bugged me!
    This is an amazing little mod that makes the game feel that little bit fresher, I am amazed it wasn't this way in the first place! Great Work.
  17. It sounds like you might just need to replace the appearance.2da in the mod with the one from your override, though you might also need to edit the changes.ini to ensure that it properly does whatever it is that it does. But I can't say for certain as I am not familiar with the NPC overhaul mod / haven't used it.
  18. Just properly added in Yuthura during the final ceremony / cutscene of the game for the port. Made sure she is facing the correct directions during each part of the cutscene, though her placement could do with moving a little but it works for now. #1 of the seven/eight appearances she makes during this cutscene, in this one I feel like she could do with being moved to the right a little which I will probably do at some point in the future. Hopefully the position will work for the rest of the scene as well. #2 This scene isn't too bad. #3 She barely appears for a split second on the side of the screen as it zooms in on the party/player in this shot. #4 Pretty sure this is her leg in this shot and it appears twice. #5 Again here you barely see here for a split second at the bottom of the screen as it pans up. #6 Here she almost seems like a mysterious figure at the back of the group, which I kind of like, if she was moved anymore to the right in the other shot she would be to the left in this shot, being under the players armpit or completely removed from view potentially anyway. #7 Again here she can barely be seen for a split second on the side of the screen as it slowly pans in and the zoom for the credits roll happens. Let me know what everybody makes of these shots, I am thinking I could just move her to the left for a couple of the shots and then move her back, but then it might seem jarring with her going back and forth. Thor110
  19. I've slowly been working on porting Brotherhood of Shadow to KotOR2 along with KotOR1. https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy ( it's a long way off being done though ) But as I mentioned previously, it works fine on Android as shown by many YouTube videos, you just have to install it on a PC first then transfer the updated files across to the phone.
  20. As I am sure people have said, get a PC and install it to the game on there, then transfer it to Android. < that is the only way forward.
  21. This is shaping up to be really decent, nice work. I like the layout. While I added this area to the ported version of the game I am not certain what I plan to do with it yet. So I might request in advance permission to include / port it for my project, though no guarantees I will use it yet anyway, I will have to wait and see how it turns out and make my decision later on as I might make use of the area myself yet, I am not sure for the time being. Either way, keep up the good work! Thor110
  22. I am not certain on what I am doing with Lehon just yet. Those are some good questions though. UPDATE 1 : The above appearances and many more have been fixed for the port. Available at : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy and on the Discord server for the project. There have been a few new mods included with the main part of the project, primarily model fixes by PapaZinos. As for what I am doing with Lehon, my thoughts are to potentially leave it out for now and create an end-game quest where you follow in Revan's footsteps, during the current free roam part of the game. There is a lot of stuff to work out for both parts of the project but each and every fix brings it a step closer. UPDATE 2 : The recent addition to the Yavin Station hanger has been added to both parts of the project for the next patch. Above is a link to the original mod for the first game.