Thor110

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Posts posted by Thor110


  1. Ebon Hawk Armband


    This armband acts like the Return to Hideout / Ebon Hawk Button on the map from the first game allowing you to return to the Ebon Hawk then quickly return to where you were, just wear it and use it like you would any shield or armband item.

    For now you must cheat this item into the game using “giveitem ebon_armband"

    To enable cheats add the following line "EnableCheats=1" anywhere under "[Game Options]"

    so like below.

    "[Game Options]
    EnableCheats=1"

    Let me know how everybody gets on with it and where you all think I should place it in game.

    Thor110


    • Submitter
    • Submitted
      04/27/2021
    • Category
    • TSLRCM Compatible
      Yes

     


  2. 1 minute ago, Neville said:

    My first models were not for either KotOR game, but I used Blender 2.65. SithSpecter stated Blender would not work with game models.

    I don't know what more to suggest, currently 2.92 and the latest version of kotorblender work well.


  3. Just now, Neville said:

    I do  not understand the tutorials on creating a new character. Recruit mods seem focused on existing characters. Further, I really need to know how to correct lighting on new models. There should be something on how to do that. LucasForums was the only site to have related information.

    Unfortunately so, hopefully somebody will write some one day but who knows. What is probably best is to just take some Blender tutorials and work it in.


  4. On 4/22/2021 at 5:08 AM, Neville said:

    My modeling was limited to pulling the helmet off the female TSF officer head. My texturing was using GIMP to merge three textures, and, with SithSpecter, applying TSF textures to a Republic helmet model. I mentioned I had difficulty with lighting.

    That's honestly a good start, my modelling is limited to making a placeable by cutting it out of another model. ( See Ebon Hawk & Damaged Section ) ( Damaged Section is now a placeable )

    Spoiler

    repairplace.thumb.png.7a6930138f87dbc8dd56b9eecc9de33a.png

    Even then I have to clean it up as it still has some part's it doesn't need which are showing through on the floor.

    You'll get there if you keep trying!


  5. So I came across some screenshots for KotOR that are dated 2002, I would imagine some or most people have seen them and that they might even be floating around here somewhere.

    But I thought I would post them anyway just in-case they aren't.

    Spoiler

    screen1.jpg.9d8b49ffe9403d0093688776fd267d81.jpg

    screen2.jpg.74760930111796fc022d7fd261a49ccd.jpg

    screen3.jpg.98c5976ec044e0ec62fd3ca1762b38bd.jpg

    screen4.jpg.2eff72e7219a52628bc4d6a3acaa0cbb.jpg

    screen5.jpg.5fae35d55bad530b398f9151715b8851.jpg

    screen6.jpg.7b3989b26c66a0d5a237fb15b67243dc.jpg

    screen7.jpg.3580bfd3845f9cc79095b22ca5d908aa.jpg

    screen8.jpg.91557e424ae1bb141a3c1ddb8f01d5b4.jpg

    screen9.jpg.70c06b973d974401d02567ddc23afe53.jpg

    screen10.jpg.51865d07ce495720f70ff3b3d7c9b46c.jpg

    screen11.jpg.725b3f24f282c4acccc35a9e665d0647.jpg

    I figured seeing as there is some oddities to the screenshots as opposed to how things are now, that it might be a valuable resource or just a bit of fun to look at.

    screen2, screen3, screen5 and screen8 show the most notable differences.

    Thor110

    • Like 3

  6. Spawn Rakghoul Armband for TSL


    This was a very random mod I made simply because somebody said "you can't spawn demons" and I was like "weeelllllll" and made this for a random user that was seeking help getting mods onto the mobile version of the game without the use of a PC. ( Though this does require a PC if you plan to install on mobile as I had to do some custom tweaks to make it work for their setup )

    Simple TSLPatcher install.

    Consists of three files.

    hhrakghoul.uti
    hhrakghoul.ncs
    rakghoul.utc

    And alters "spells.2da" to add the ability for the armband.

    I was going to release it on Halloween or something, but that means waiting and remembering when it comes back around.

    Thor110


    • Submitter
    • Submitted
      04/19/2021
    • Category
    • TSLRCM Compatible
      Yes

     


  7. 59 minutes ago, JediPorg12 said:

    I'm planning on rebalancing, mostly buffing, the classes and party member's stats and equipment and stuff. But the game is already pretty easy, hence I wanted to buff the enemies to go along with it. Could I just modify the enemy utcs and call it a day, or would I need to rip em out from each module, buff them, and compile the module again?

    Provided .utc names aren't reused anywhere along the line yes, but I would imagine some are.

    So you might end up with a few odd results here and there, but for the most part yes you should be able to extract all the .utcs from each module and drop them into the override, along the way you will also notice if there are any filename conflicts and which modules you might need to recompile. ( use ERFEditor instead of KotOR Tool ) it's easier to open the modules, drop/replace and save as opposed to having to rebuild the module using KotOR Tool.


  8. I personally decided to bite the bullet and just use it even if it did seem a tad out of place / all of a sudden, I half-figured it could have been because you are looking for a new site layout / design.

    Though I also worried it could have been dodgy but I figured I would message someone about it, then I forgot. lol woops


  9. 1 hour ago, Razix said:

    Hello guys,

    I noticed a bug while dual wielding, weapon in left hand is mispositioned. This is most noticeable with lightsabers and melee weapons and its driving me nuts :D 

    I was looking everywhere for a fix but didnt find any. Is there any fix or is it even posible to fix?

    20210419025104_1.jpg

    20210419025132_1.jpg

    I suspect this could actually be fixed, but it might be rather tedious and if the issue is what I think it is, then it would require a little time and an adjustment to each and every player model, unless the player has a supermodel which defines this that could then be used to recompile all the player models.

    Though I am not 100% sure on that.


  10. 1 hour ago, Neville said:

    The model is in both games. I found the models when I started. I tried to combine textures. Insignia on the shoulders and chest of TSF armor is not easily covered with Republic armor textures, and the chinstrap is difficult to fit over another head model. I had difficulty with lighting retexturing SithSpecter's Republic helmet. I found an earlier form of Republic armor. This is an image of Republic soldiers during the Mandalorian Wars, but the armor would be more difficult to make than to merge textures. Note the armor plates and the different helmets with orange-tinted visors. 

    Republic Assault Armor Project.jpg

    Seen in this image are variants:

    Carth_Onasi_Republic_Navy_officers.thumb.jpg.06709d49ad9935f01ad54396298ba90d.jpg

    Well that's the best suggestion I have along with all the information to get started, sorry if it's of no use to you.

    There are more than enough tutorials and I have provided more than enough information for you to make a start on it, unfortunately I don't have the time or the skill to make this for you, I am no good with texturing or modelling.

    Thor110


  11. 4 hours ago, Neville said:

    I mentioned I found the head model and the base clothing model for Sarna. Does anyone know the designation for the model for the underclothes for the White Female Player Character, and does anyone have the skill to create a female variant of armor like that in the pictures I have posted? I was trying to modify Sith armor to resemble it. The visor on Sith armor starts below eye level.

    It's quite unlikely that someone will do that for you, but it never hurts to ask I guess.

    The female player designations are in appearance.2da ( shown in the spoiler box below ) and the model names / texture names highlighted within a red box on the right hand side.

    Spoiler

    1370690398_playerfemaledesignations.thumb.png.eb98a788b090b64cee05640e10cb60a0.png

    I do not know exactly which one you are after, as there are multiple variants.

    I would personally suggest maybe taking the female TSF officer ( K2 ) and the Male Republic soldier ( K1 ) and making a combination of the two to achieve something similar to what you are after.

    ie : Female TSF Officer with Male Republic Soldier texture / colours or along those lines, would likely need a fair bit of tweaking / editing.

     

    Alternatively you could just nab this one from K2 and split it into a body and helmet. ( I am not sure if this model exists in K1 )

    Untitled.png.b24d66431fc9fa15dbcdad7386e43b1a.png


  12. 7 hours ago, JediPorg12 said:

    I've decided to pick up my previous project again now that I'm freer, and wanted to modify the enemies to work with my intended player and party buffs. I don't think directly modifying the utc files would work, right?

    I am not familiar with your intended player/party buffs, but I would imagine you will need to modify the k_ai_master script.

    If your buff is a force power, you could give to them in the .uti's.


  13. 12 hours ago, Neville said:

    I thought the number for Bastila was 0. I believe coordinates that would work for tat_m17ab would be (-11.17, -37.85, 0.00). Several years ago (2015), I tried creating a dialogue tree to recruit a new character. I asked Rece for help. He removed me from friends lists on three platforms because I often mentioned problems with textures and models without porting and took a long time to think of what a new character would say. FairStrides would not help due to porting rules. SithSpecter said he did not know how to create new armor. I tried to contact InyriForge. There exists the problem also that dialogue changes following recruitment.

    That's not a problem if you learn how to do it, take apart the game or a level or two and figure out how to do these things following existing examples within the game.

    All that you need to do is set a variable and check it as a conditional to change the dialog tree.

    Porting rules I believe have changed now somewhat, I can't remember exactly the wording but I believe it was to allow assets from older games to be ported from and into one another.

    Take apart the first three levels in their entirety ( end_m01aa, end_m01ab and tar_m02af ) and you should be able to learn everything you need to make levels in the game.

    Good luck.

    Edit : these might be helpful.

    https://deadlystream.com/topic/3419-kotor-1-dialog-editing/

    https://deadlystream.com/topic/524-conditional-scripts/


  14. 6 hours ago, Neville said:

    I checked the files. One should consider the posted information is dated several years ago, but I am trying.

    Which piece of posted information? If you mean the Steam Guide to cheats, nothing's changed in that regard.

    I can personally verify that EnableCheats=1 works on the Steam version, add it under [Game Options]

    As for the whereami armband, personally I don't use that and I use Fairstrides KotOR Toolset to quickly get the location of an asset within a level. Or even find a new set of coordinates.

    Also the old tutorials are a valuable resource, they aren't really outdated in any way because the game is still running the same code, still contains the same bugs it did way back in the day.

    Effectively all you need to do is add the dialog tree, lead it to a script which then adds the NPC to the party using their template.

    AddAvailableNPCByTemplate(8, "sarna");

    Is the line of code you will need in your script to add them to your party. ( The number applies to the slot you are putting them in and the string applies to the template resref which needs to be the same as the file name.


  15. It sounds like you already have a fair handle on things, there are a lot of tools required for modding the game currently, depending on what exactly it is you wish to do.

    Personally I gathered them all and poked around until I decided which ones I needed over any other, that turned out to be the majority of them.

    In the tutorials I wrote is a link to a 2 hour video / stream that gives a rough overview of KotOR modding, not sure if that might be of any use to you.

    Alternatively I would primarily suggest

    KotOR Tool
    K-GFF Editor
    2DA Editor
    ERFEdit
    TLKEdit
    Dialog Editor
    KotOR Toolset
    KotOR Find References Utility

    There are a fair few beyond that that I have, but these are the main ones I use or have been using up until now.

    And of course there is also KLE ( KotOR Level Editor ) which is a fantastic new tool which has made life a lot easier for modding the games and is no doubt going to end up a very powerful tool for modding these games.

    Hopefully that might help guide you in the right direction, though it sounds like you would have found your way to the right tools on your own eventually :)

    Thor110

    • Like 2

  16. 8 hours ago, Black Show said:

    I have installed english version of TSL but problem still exist. For others everything works well and it's strange. I have one idea. Can you send me your TSL in email? I really dont know what to do with what.

    I cannot and will not send a copy of the game in email.

    Do you have any mods installed to the game? This could be the cause.
    My currently installed mods are TSLRCM/M478EP/Coruscant and my own mods.

    • Haha 1

  17. 1 hour ago, Black Show said:

    I followed you advices. It is working , but if i tries to load level i see that error. Sometimes its working, but what does this error mean? And besides sometimes i can see ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: chunkLength

      Hide contents

    XmlException: Unexpected end of file has occurred. The following elements are not closed: tlk. Line 86141, position 1.
    System.Xml.XmlTextReaderImpl.Throw (System.Exception e) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlTextReaderImpl.Throw (System.String res, System.String arg) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlTextReaderImpl.Throw (System.Int32 pos, System.String res, System.String arg) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlTextReaderImpl.ThrowUnclosedElements () (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlTextReaderImpl.ParseElementContent () (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlTextReaderImpl.Read () (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlLoader.LoadNode (System.Boolean skipOverWhitespace) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlLoader.LoadDocSequence (System.Xml.XmlDocument parentDoc) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlLoader.Load (System.Xml.XmlDocument doc, System.Xml.XmlReader reader, System.Boolean preserveWhitespace) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlDocument.Load (System.Xml.XmlReader reader) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    System.Xml.XmlDocument.LoadXml (System.String xml) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
    AuroraEngine.TLKObject..ctor (System.String xml) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/FileObjects/TLKObject.cs:30)
    AuroraData.LoadBase () (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/GameData.cs:145)
    AuroraData..ctor (AuroraEngine.Game game, System.String moduleName, System.Boolean instantiateModule) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/GameData.cs:80)
    AuroraEngine.Resources.Load (System.String moduleName, System.Boolean instantiateModule) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/ResourceLoader/Resources.cs:385)
    LoadingSystem.Load (System.String levelName) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/Systems/LoadingSystem.cs:84)
    KLE.LoadModule () (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Editor/KLE/KLE.cs:100)
    KLE.OnGUI () (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Editor/KLE/KLE.cs:55)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
    UnityEditor.DockArea.OldOnGUI () (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <a8eb1be68acb4659af00824c7808e2c0>:0)
     

     

    I believe this is an issue with dialog.tlk files that are missing end of line information "The following elements are not closed: tlk. Line 86141" so for some reason a line or more in your dialog.tlk file isn't properly formatted.

    Unfortunately I do not know of a quick solution to this other than using Xoreos Tools to convert to XML, figuring out which lines are wrong and why and either manually fixing them, or writing a script to repair any broken lines for you, however if any of the lines are broken in different ways to one another, then any logic you write for a script might only repair some broken lines and not others. ( Not An Easy Solution, But A Possible Solution )

    I came across this issue myself early on, strangely my dialog.tlk still has this problem but doesn't throw an error when loading TSL for me. ( I am using the same version that I linked to above )

    Sorry I can't be of any more help, hopefully somebody else can help clear up this issue.


  18. 16 hours ago, Black Show said:

    I have already solved that problem, but thanks. I don` understand that i should to do to load level, Ebon Hawk fir example. I write level's name in loading system, but id didn'not work and  i see what error. Can you help me with that problem or say that i did wrong?

     

    KLELEvelProblem.PNG

    I believe you should refer to my earlier instructions to another user in the first page of this topic regarding opening the KotOR Unity Scene in order to load KotOR or TSL after setting up your Aurora Preferences for KLE to work properly.

    Thor110


  19. 14 hours ago, Black Show said:

    Hello! When i tries run KLE i cant find in project settings menu line with Aurora preferences. Can you help me to solve that problem?

     

    KLEproblem.PNG

    It seems your image is not showing, I would suggest trying the version I linked to for now until any existing issues are fixed.


  20. 1 hour ago, Magnetiicz said:

    Id like to know the secret can't get it to load

    I believe there is an issue with the current version and you might want to revert to a previous version in order to get it working.

    29/01/2021 02:51 is the date & time of the commit that somebody else is using regularly and I believe works fairly well.

    https://drive.google.com/file/d/1UUPOz1bqTkj7sxoTC81IhxbiTtmLglz7/view

    Here is a link of the version mentioned from google drive.

    • Like 1

  21. 3 minutes ago, Ausanan said:

    Ah, I looked through the override folder for a file related to birds but I seemed to of missed that one. I just took out DAN_Birds.tga and DAN_Birds.txi and that seemed to of completely fixed the issue. If I had to guess, the mod author probably forgot to finish the texture for the birds. Thanks for the help, I appreciate it immensely. 

    You are welcome, it is still my hope that in-time these games will be improved immensely and combined into one ultimate package of complete chaos! lol

    • Light Side Points 1

  22. 1 minute ago, Ausanan said:

    I'm using the Telos 4k Overhaul.

    Well that says it all, either the Telos or the Dantooine overhaul is the cause, I wonder why that is happening. Surely the texture artists didn't do it? o _ O

    It might be DAN_Birds.tga, or it might be another file, I cannot remember which file it is but I know I have come across it. I will look it up and let you know if I can find it again, I think I can load it up in Blender and find out but I have still only been on Windows 10 a few months and haven't got everything set up the way I want it, still considering going back to Windows 7 or permanently moving over to Linux, but who knows.