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Posts posted by Thor110
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7 minutes ago, brents742 said:Yeah the double layers made me worry too if it would play nice, or even at all. I can't think of any other areas where this occurs. What interests me is why the developers went to the effort they did to make these rooms to begin with. They either had plans at one point, or were really committed to the common area rooms being able to look down into an empty area. Worst case scenario, One or two of them can be copied and moved over to a different area that has room for them on the main level. Apparently there was a secret cloning facility within the Dantooine Enclave according to 'canon' so that's an option, more likely I'll house Sith and Jedi artifacts here and the like in addition to a large training area.
Could have just been to give it a feel that it was bigger than it actually is, given that it is destroyed it is possible there would be lower levels that are caved in or inaccessible.
That is certainly always an option ( adding a copy of the room to the layout / are off in the distance, kind of like how there are some little rooms for cutscenes at a distance in other levels throughout the game.
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7 minutes ago, brents742 said:Yeah, I tried to warp directly to a waypoint I placed where it should show, but no luck of course. Time to learn walkmeshes! The Kotor Level Editor has really helped the process along from a design standpoint, not too hard to use once you iron out how to work with it.
I still haven't properly worked it out properly, used it a couple of times to place some assets then let it sit for a while as I still have a lot of scripting left to do.
But I know the RoR developer made a tutorial on using it, which I need to re-watch at some point.
What I did at first was use K-GFF editor to quickly add lots of assets stacked on top of each other to the level, then used KotOR toolset to roughly place those assets and KotOR Level Editor to refine their positions, certainly was handy to be able to see what you are working with.
Hopefully it's not too tricky to add a room under a room, as I have this strange feeling it won't play nice. But if it doesn't you could always cut it out and make it it's own room / module altogether.
Thor110
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15 hours ago, brents742 said:Another interesting thought, you might need to make a walkmesh for it as well as make the ceiling. But I am guessing you might know this already given the image you have chosen to use.
Though sealing the room shouldn't prove to be too tricky, nor should adding a walkmesh if it requires one.
Could definitely be an interesting training area or something, perhaps even add a doorway just for show but teleport the player down there.
Edit : yeah doesn't look like it has a walkmesh down there, unless KotOR Toolset cannot generate it due to it being directly below another.
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19 minutes ago, EAF97 said:The chat glitched for some reason and I didn't see any messages on there. I was forced to refresh the page
Ah well that was a bit of a waste of time then. Nevermind.
Basically from what I can tell, you need to spend a little longer looking around DeadlyStream at the various resources. ( it can take time, but there is more than enough to guide people to making pretty much anything in the game available on this site )
If at some point you have speakers you can always re-watch that part of the stream from my YouTube channel. As I don't think you mentioned that you had no speakers in your messages on Twitch.
1. The audio files need trimming of their fake headers, the program SithCodec can handle that or you can trim them manually with a hex editor.
2. Locating the audio files will require you open the dialog files and find the name of the file.
3. My tutorials cover placing NPCs and similar things.
I think that covers the questions you asked.
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1 hour ago, EAF97 said:I'm not exactly sure how chatting on Twitch works but I'll give it a try. My mic is busted and my speakers aren't working well however so I'll just be typing the questions out rather than verbally answering or being able to listen if they're spoken
No worries, hopefully I answered your questions. Just text chat I believe on Twitch.
I am a lot more active on Discord so if you need any more help feel free to reach out to me and I will do my best to answer whatever questions you have regarding KotOR, though I only really mod KotOR2 so it is possible that I might not be able to help regarding some things, but I am fairly sure I understand the basic differences between the two.
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1 hour ago, EAF97 said:Gotcha. I did download Kotor Level Editor and am currently teaching myself how to use it. My main concerns rn with my attempted mod are how to add additional NPCs to a given module as well as how to add in voice files for them. My main focus of the mod besides a general NPC overhaul is as follows:
1) I successfully ported all the additional Jedi Council members from Kotor 2 (Atris, Lonna Vash, Kavar, and Zez-Kai Ell) into the Dantooine Enclave and had each of them replace one of the generic Jedi NPCs who was roaming around. My intent is to have it so the player can click on each of them and they can briefly address the player with a couple of lines about Revan (no complex conversation, it ends after they speak, they're just dropping subtle hints that they know the player).
2) I wanted to have it so that in addition to the group of Jedi who greet the player when first arriving at the Star Forge, I intended to make it so that an additional group of about four Jedi would appear and address the player at some point on either level 1 or 2 further in on the Star Forge--it would either be 3 generic males and 1 female or depending on the player's choices, each of them would be replaced by Dustil, Mekel, Kel Algwinn, and/or Yuthura if the player successfully redeemed any of them on Korriban.
If you have already managed to get Atris across then you shouldn't have much trouble, I wouldn't have thought anyway? Feel free to stop by my stream and ask me questions if you wish as I am currently streaming, not modding or playing KotOR though but I can try and answer any questions you might have. ( https://www.twitch.tv/thor110 )
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22 hours ago, EAF97 said:Right I've done that numerous times, but I was wondering how to add additional NPCs into a given module and/or edit them which isn't possible in Kotor Tool which only uses files which are already coded into the game. Some mods are able to do that and add in more NPCs and so I was wondering if there was a tool available to edit custom modules and in turn the utc files in them.
You just need to add them to the 2DA file ( appearance.2da ) if you look around enough, there is more than enough information, tutorials and resources on this site alone to get you started.
Best thing I could suggest is stop using KotOR Tool for anything other than extracting files, pretty sure in my crash course video I went over the basics of each and every program I used in the creation of my project.
There are also limitations to how many entries the appearance.2da can have, in KotOR2 at least, but that limit can also be bypassed by using TSLPatcher to add new entries.
The UTC file is literally just a character sheet, that points to an entry in the appearance.2da as well as soundset.2da and some others as well as lists their feats, powers, items etc
What I did back when I started my project was just download every tool available, from a hex editor to every last program made for modding KotOR1/2, some of which I didn't need in the end and just hacked away at the game until I got it the way I wanted it. Or close enough for the time being.
It could also be worth going back through some of my streams and watching me work on my mod if you have the time to do so, though I can't exactly say what will and what won't be useful.
I definitely covered basic 2DA editing in my crash course tutorial video as I just checked, though not sure which 2DA files I discussed.
Perhaps if you really need it I could offer live modding assistance sometime as I have been planning to do it, it's just a matter of finding the time, organising myself a bit better and streaming on Twitch more regularly, plus I have been taking a lengthy break from kotor modding and my project at the moment anyway.
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Due to the chaotic amount of stuff I was working on, most mods I released were already a part of my overall project which I will likely always use. I think there are only a few silly ones I made that I don't use. ( Rakghoul Spawner Armband and Map Unlocking Armband ) I believe are the two I don't use, but I do have a lot of incomplete odds and ends lying around as well.
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On 9/16/2021 at 2:38 AM, EAF97 said:Would you happen to have tutorials on how to port in NPCs and some of their lines from either Kotor 2 to Kotor 1 or vice versa to various locations and/or how to edit modules to make that happen?
I thought I wrote a tutorial about that but it seems I didn't. Thanks to @Effix for helping me figure this out some time ago.
The basic process is to determine the supermodel of the original and then recompile that model using K2s supermodel instead.
Oh wait I did write one, it is covered under "Blender Tutorial 03 - Character Editing" in my tutorial series, perhaps I should rename the title or improve it. - https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/
It doesn't cover every step of the process but it should detail the basics. In-case it doesn't here is a short explanation.
What I did for this was drop the original models and their supermodels into a folder, then convert them to ASCII using MDLEdit, I then put the ASCII and the K2 supermodels into another folder in order to recompile them using K2's supermodels and then deleted the leftovers.
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3 hours ago, brents742 said:Main issue right now is finding out how to save changes to the module in KLE. Doesn't seem to be a full guide on such. It isn't finding the module file in Module Out folder.
It could be that you need to make sure it has been set up right, did you set up the Aurora preferences etc? Have a little look through the KLE topic as I know others have had similar issues.
I am also not 100% sure if it properly saves every last asset in a module, I know early on it didn't and what I did was use it to save the module and then extract the .git for the new coordinates.
Hopefully that's all been ironed out, but I used it to place a few assets ages back and found it really handy.
There are also a few video tutorials on how to use it made by the lead RoR developer.
Also of note is that I am on an older version and it could be worth looking through the changes on GitHub and possibly rolling back to a specific version.
Could be worth dropping a message in the topic for it to be sure.
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1 minute ago, brents742 said:I've been using the KotOR Toolset to get coordinates and then placing them via the git files. I have not run across the Level Editor before but downloading it now. Toolset has been invaluable but as I'm sure you know it is fairly limited in several areas. These force cage UTPs in particular have not been synced up yet, but normally I ensure placement is precise and in line to the smallest decimal. Hopefully Level Editor will help alleviate some of that work.
Yeah it can be very tricky and tedious to place objects this way, but it can also be done quickly / roughly first this way then KLE can be used to refine them down to the tiniest detail as well as visually being able to decorate areas and get a feel for them without having to load the game up just to have a look around.
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14 minutes ago, brents742 said:Looking good, how are you going about asset placement and have you considered using KLE (KotOR Level Editor) to get more accurate placement of objects? I presume you are doing things manually with the whereami armband or with KotOR Toolset.
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48 minutes ago, brents742 said:Reaching out to RoR team for info on what they're doing Enclave sublevel wise.
Given that it's a total conversion mod and not just a mod for K2, there's no reason to make it compatible. In my opinion. But perhaps they will think differently.
ITSLRCM & M478EP + perhaps other large mods should really be the focus on compatibility for K2 I think. Plus maybe a few others I could think of.
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14 hours ago, EAF97 said:You should consult the Revenge of Revan team (N-DReW 25 is the most responsive) and make sure it's compatible with their planned expansion when it comes out.
Revenge of Revan is a total conversion, it's even very possible they might be using that level themselves.
Correct me if I am wrong, but I feel like that shouldn't be the first worry / stop in the road for compatibility. ( K1R / K1CP ) is probably the first stop.
Especially if the end goal is for this to be a K1 mod, not a K2 mod. Because RoR is for K2.
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5 minutes ago, brents742 said:I should clarify that the current work is creating an academy post-malachor on the timeline. But the way the sublevel academy functions and operates could then be ported over to K1 for better immersion there as well.
Feel free to make use of the modders resource I released of all the levels ported from K2 to K1 for this purpose if you wish, I also wrote a tutorial on porting levels if you wish to do it manually.
Sounds like an interesting idea, I put the enclave sub-level into the port of K1 I was working on for a while ( currently I am focusing on my other project for a bit ) but haven't done anything with it yet.
The door and ramp also already exists in the K1 level which means you don't have to warp in there etc
Liking the look of it already, be interesting to see it in a new light.
Thor110
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Update : Health duplication bug has been fixed, while I wasn't planning to start working on the project again until around April next year I will try to get out a new release before Christmas if I can resolve the balancing issues as well.
K2 Expanded Galaxy. ( rough story plans )
I have taken quite a break from the project overall which has been refreshing and allowed me time to gather my thoughts somewhat.
The general premise of the story is that these new worlds are revealed to you when you journey to Coruscant, finding the temple in ruins you will discover the co-ordinates to these other worlds.
You will then search these other worlds for even more Jedi Council Members or possibly some Jedi Padawans ( not fully decided yet )
Each world will have it's own story that will eventually be influenced by the events of KotOR1 making use of the save importer.
Tatooines "Sand People Enclave" will belong to the Jawas or the Sand People accordingly depending on whether LS or DS in K1, eventually I will also make it so that it is also purely dependant on what your actions actually were on Tatooine.
Kashyyyk will either be being run by Czerka or the Wookies again dependant upon your actions in K1 or to begin with whether the ending was LS or DS.
Yavin Station will be similar to K1 in that it will contain a Vendor whose stock changes with the progression of the main story of K2.
Sleheyron has a problem with people disappearing as well as a gambling problem with the gladiator rings, new combatants that seemingly come out of nowhere to face off in the combat arena, some winning, some losing, somehow always making it so that the Hutts rake in the credits. Coincidence or the Hutts? You'll have to find out when it's complete.
Lehon the Unknown World will again reflect the choices made in K1 at first using the LS / DS method and in future using your actual choices from your save.
Manaan will still be a very diplomatic world, neither the Sith or the Republic maintain a strong presence there anymore due to Manaan authorities restricting the amount of personnel from either faction due to the potential conflicts that could arise they are kept separate and the door leading towards their hanger will be welded shut because the Selkath plan the routes which their visitors can take to and from their respective holding facilities that the Selkath deliver Kolto to.
Coruscant will remain the same for the best part besides the addition of something to each level to get the story started, I might also nerf some of the items there or lock a few of the doors unless you are a certain level, I might also be adding an undercity using parts of Taris but for the moment this has been put on hold so as to not give me a whole new area to work with, will likely return to it after this is all done.
Everything is of course subject to change and I have likely forgotten details, will be focusing on the general feel of the worlds before really adding the stories that pass through them in order to make them feel as alive as possible as well as have their own quests and objectives unrelated to the Bonus Quest.
All of this will be an optional part of the game, even one which you could return to after completing the game.
M4-78 might end up becoming optional also, or I might continue working on improving it when I can spare the time. ( will likely return to this last as I also had an issue with my alterations to these levels so I have reverted to the originals from M478EP 1.5.1 for the time being )
I also have a droid vendor planned that will replace the Blackmarket droid on M478 once the game is complete allowing you to purchase war droids to fill the spare companion slots left at the end of the game. These droids will be permanent from there on out. ( I will either select a set of 10 droids or allow the player to preview every droid that exists in K2 if I get around to adding them all )
Some of this might have been mentioned here before or on the Discord, but I primarily wanted to drop a note here about stopping work on the port for a little while and ended up writing up all of this both to remind myself what's what and to leave it lying around for anyone else who might be interested to know what I have planned for it all.
This is unfortunate news for me I feel, because I had hoped to finish porting and retrofitting K1 in K2 so that each of the players choices in K1 were adequately recorded and transferred across to K2 using the save importer, this way I will have to plan ahead and do what I can with K2 until I work my way back to fixing the port and then probably pass back through them both a few times.
Still a lot of other random ideas and plans for the project floating around but will see what happens with them in time.
Thor110
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2 hours ago, Tyler lelie C said:So in other words I would need his permission if he can hook me up with a jedi temple mod for my android version of kotor2
In other words, get a PC and install it then transfer it...
Rest assured this mod works fine on Android, as all will provided they are properly installed.
It's just a matter of installing it on PC, then transferring the files across.
To be honest, I think a patch could be made fairly easily that just includes the updated files for Android users so they can copy the tslpatchdata to their override along with six preconfigured files, but they would have to be set up for a specific type of installation, such as TSLRCM only or Vanilla only etc
The files that would need preconfiguring are :
dialog.tlk
placeables.2da
planetary.2da
plc_crcrt.utp
plc_lft1.utp
galaxymap_p.guiI was thinking of setting up a compatibility patch for this, but the thing is...
So many different users use so many different mods, I guess TSLRCM is the most likely to be installed first, but people use all sorts of different mods, which is why doing this sort of thing is impractical, because before you know it somebody wants the patch slightly altered so they can install a different set of mods and it goes on and on.
Most people just bite the bullet and install on PC then transfer across to their mobile device.
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3 hours ago, The Great Revan 101 said:I see… Regardless, I need help from DP, or SH, or DV, or anyone. I specifically need DV and DP. I don’t know if DP will be willing to do this, and DV hates Vorrny Vorrns such as me, unless it is one of his VVs. Also, DarthVhail has activated his AWOL siren, meaning I’m stuck here.
Well I guess I can't help there then either, sorry.
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Some nice variations on the standard Jedi Robe's you have there
there was so much room for variation within the game's base items.
I look forward to seeing how it all turns out. ( also, when you are done I might request permission to port them over to KotOR2 at some point so feel free to drop me a message before-hand if that would be agreeable with you )
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As far as I remember if the sound exists it will look for a lip file of the same name, alternatively if the VO_ResRef is different it will use that for the lip file.
So the sound exists flag might be what calls for that, but sometimes I forget which way around it is.
Edit : pretty sure I always think of this the wrong way around, for some reason the VO_ResRef is the reference to the sound file which can also come from the string in the dialog.tlk ( I thinki ) and the Sound entry is the reference to the lip file which can be left empty if the Sound Exists flag is on, at least I think.
I always get tripped up figuring this one out and then never remember to take note of it when I figure out which way everything goes lol
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On 7/14/2021 at 1:14 AM, The Great Revan 101 said:Okay. Oh, and About the PMHC04 head thing, I am looking for the .mdl and .mdx files from VanerShan’s mod. It’s under moderation, and he and DarthVhail are AWOL, so this means I can’t find them. I need to look for them. Is there any mod where I can find them?
No idea, sorry.
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1 minute ago, JDub96 said:Ah. I got confused by Mission and Zaalbar being in the screenshot.
I should have probably noted I was on Dxun to check and that I didn't think to swap back to K2. Hehe
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2 minutes ago, JDub96 said:What mod are you using to get the TSL HUD in K1?
You could use this. ( I released a version for people to use with TSL )
However I am not using just that, as you might be able to tell from Mission & Zaalbar being in the party.
Edit / Note : misread your comment, it's not the TSL GUI in K1, just a colourised version of the K2 GUI for the K1 port I have been working on for some time.
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14 minutes ago, Sith Holocron said:If you were talking about the bad fog on M4-78, what about the fog fix mod? If not M4-78, what other fog problems are there?
If I remember correctly, the problem that fixes is caused everywhere with fog by the Aspyr version, such as Dxun.
Though I could be mis-remembering, I know that is a solution for the fog of M4-78 at least.
Checked : yeah broken fog everywhere in the Aspyr version.
Trying to eliminate the user interface from Kotor 1
in General Kotor/TSL Modding
Posted
I would imagine you could use KotOR GUI Editor to shift all of the elements of the UI off-screen.
In-fact I just tested this though I was certain it would work anyway.
Just figure out which GUI you are using and chuck it all off-screen...
Not sure how nobody else saw this solution, but there ya are.